Just Please Clear This Up For Me In 1.1

includeinclude aka RpTheHotrodDallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Fades and Oni with just one hive?</div> I've heard such YES and NO answers everywhere, and I don't have time to be searching through official threads for it (seriously, I have no time, I'm running out the door after this post)....


Can aliens get fades and onos with just one hive in 1.1?

If you can, would you also post a link to an official statement concerning this?

Comments

  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    As seen in the Beta discussion forum, the 1.1 changelog :

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Removed hive requirement for higher lifeforms. This should stop stalemates when aliens have resources but marines have camped hives.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited May 2003
    Thanks.

    This is what I don't get though, they are making it where if marines camp two hives, aliens have a good chance of winning. If Aliens camp two hives, marines lose.


    With this new "addition", doesn't it force the marines to HAVE to rush to win? In 1.0, whoever gets two hives wins, in 1.1....is it going to be, marines only win if they can rush fast enough. It seems like getting hives as alien is pointless, since you can just turtle up with onos and fades. How do marines win?

    if they are going to prevent marines from successfully camping two hives, why won't they do something to prevent the aliens from successfully camping two hives? Just seems the scales are tipped.

    Or am I missing some massive marine upgrade that balances this onos at hive 1? There has to be something. Right now, if they get an onos, marines lose pretty much. Now they get them with 1 hive.
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    Don't forget, the aliens still need to save up for the evolution - it's not like the game will start and everyone will be: 'going ONOS!' Plus the abilities will be limited to the 1-hive level. I'm sure the balance will be tweaked to make this sit better in the framework of the game
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    In short, the 1.1 economy is less about hives than about resource nodes. You need them to either get more hives (thus obtaining better abilities which are vital for your success) or to get weaponry for destroying hives. Thus, a lot of actual fighting happens near doublenodes, not hives.
  • whitewhite Join Date: 2003-04-22 Member: 15751Members
    based on the movability of the skulks, they have an pretty good advantage when it comes to tear down rts.

    if the marines have to spend time securing rts, then theyll leave hives open, either way, marines r doomed.
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    Marines can electrify resource towers in 1.1, which removes the skulk's ability to run around chewing them up.

    Really, now. If "marines r doomed", don't you think playtesting would show that, and changes would be made? Have a little faith in the NS team not to be chowderheads. Thanks. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Or am I missing some massive marine upgrade that balances this onos at hive 1? There has to be something. Right now, if they get an onos, marines lose pretty much. Now they get them with 1 hive.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You're missing something here. Right now yes, one onos can generally take on a whole base and level it. The reason however is because you only see oni at 3 hives now when it has all it's attacks. An onos with just bite and paralyse is not a base leveler. The 1.1 onos, with currently bite and stomp at 1 hive, will not be able to decimate an entire base by himself, simply because he'll just be a big fat thing that's easy to hit. The hmg's cone of fire has also been tightened, meaning that at medium to short range it dishes out an incredible level of damage, according to the vets. As it stands I very much doubt that an onos will mean game-over for the marines. As the centerpeice to an alien force, flanked by lerks and fades, the onos would be highly useful for example at 1 hive.

    But consider also the fact that an onos in 1.1 costs 80 res. That's a lot of res, needless to say. Try, in a game now, going gorge at the start and just saving for a hive with only 1 res point. You'll end up with 80 res THREE TIMES FASTER than you'll get them in 1.1, because no alien class in 1.1 gets more res than the others. Now take the time required (a heck of a long time) and mulitply it by 3. Thats how long it would conceiveably take. That's WITHOUT dying and needing new evolution upgrades.

    Now sure, aliens are going to try and cap more than 1 res point. But the marines will be actively hunting said resource towers and gorges. I have no fears about the aliens being able to onos very quickly into the game. And if they do get an early onos, my upgraded lmg fire, along with my team-mates, will be able to nail it good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Okay. Thanks for the responses <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    na it should be great takes more away form hive camping and puts more emphasis on REs node hunting..

    i mean.. what would you rather secure.. that empty hive on other side of the map or the double res node right by you so they cant get quick res..


    dont be scared by the fact they can go onos... just keep theyre res down so they cant.. fades are easy.. they drop like flies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    This game is about <b>resources</b> not hives!!
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited May 2003
    Currently it's about hives...in 1.1 it is supposoed to be about resources.


    For now, res for marines, hives for aliens.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Also, the fact that fades don't have acid rocket until the third hive balances out the fact that fades and onos can be gotten with one hive.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    so what's the order for fade abilities ATM?
    Im guessing swipe/blink/acid rocket/? the undecided, right?
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    <!--QuoteBegin--Narf+May 19 2003, 12:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narf @ May 19 2003, 12:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->so what's the order for fade abilities ATM?
    Im guessing swipe/blink/acid rocket/? the undecided, right?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    3. unknown
    4. acid rocket
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    is it still marine +2 res and alien +1?.. why don't they have alien upgrades with each chamber you get with a hive... or is that how its set up?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Last I read, upgrades for aliens will be exactly the same as 1.04, except that movement chambers refill adrenaline faster and sensory chambers have cloaking effects.
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    What about Carapace weighing down aliens? That is the only difference I know of, but there may be more that simply where not mentioned.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Silence now removes all attack noises as well (on skulks for example, no bite sound, no leap sound, and no xenocide activation noise). Also silences gorge building sounds and gorge building placement sounds.

    Scent of fear now works like motion tracking in that every marine around the alien with the upgrade shows up on hive sight. Works in a "sphere" around the alien that gets larger with each rank of the evolution.

    Adv. hive sight replaced by Pheremones: marines will leave a trail of scent behind them when they move. Lingers for around 10 seconds. Allows for tracking down marines. Currently underpowered against Scent of fear.

    Sensory chambers will cloak everything near them 100%. Scans will reveal the structures and aliens. Aliens can move cloaked inside the area of sensory influence, but if they attack they become visable.

    Anything more you want to know can be found in the beta discussion forum.
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    Question: At one point I heard that you could build any number of chambers you wanted at hive 1, but could only get lvl 1 upgrades from it. Since when was this changed???
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Sooty+May 18 2003, 10:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sooty @ May 18 2003, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Question: At one point I heard that you could build any number of chambers you wanted at hive 1, but could only get lvl 1 upgrades from it. Since when was this changed???<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Changed a long time ago. The actual construction of chambers is <i>exactly</i> as it is in 1.04.
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