1.1q Changelog.

TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
edited June 2003 in NS General Discussion
<div class="IPBDescription">Anything to add?</div> Summary: Big Onos and Fade changes, carapace fixes (we have to really test this now, carapace behavior is totally different), HMG no longer better then LMG in every way (accuracy, slow when carrying), general marine responsiveness cranked up (build times, spawn times),

O Sensory chamber range increased from 600 to 750
O Teams no longer get minimum 1 resource (now that resources for kills are on both sides, this should address problem where marines can tech too high without expanding)
O Widened HMG firing cone so MG is more accurate. Keeps it good against big targets. Increased from 6 degrees to 8 degrees (it was 10 in v1.0x)
O Increased turret factory radius from 300 to 450 to adequately defend areas
O Added new electrical sounds when getting zapped (thanks Dave)
O Starting res node gives resources immediately without having to "activate"
O Lowered grenade clip size from 6 back down to 4 (for upcoming new artwork and to reduce spammage)
O Change lifeforms back to 2 and 3 hive model. Reduced Fade cost from 75 to 50. See if lockdowns can still happen. I cannot make up my mind on this, but want to try it the "old" way one more time.
O Increased jetpack thrust from 1100 to 1250
O Hive cost decreased from 45 to 30
O Removed carapace slow factor
O Handicapping can be set during the match
O Your team's handicap is now drawn on the HUD (please test this!)
O Default late-join time increased from 60 to 90 seconds
O Gorge armor reduced from 75 to 50 (gorge rushing is great, but not every game)
O Gorge gestate time reduced from 20 to 17 (previously increased because of alien res problems because of sucking)
O Respawn time for aliens lowered from 11 to 10
O Respawn time for marines lowered from 14 to 10
O Sentry health increased from 1200 to 1400
O Armory cost reduced from 25 to 20
O Lowered marine structure build times
O Prototype lab build time reduced from 35 to 25
O Sentry build time reduced from 10 to 7
O IP build time reduced from 12 to 10
O Observatory build time reduced from 20 to 15
O Resource tower build time reduced from 18 to 15
O Arms lab build time reduced from 30 to 23
O CC build time reduced from 25 to 20
O Armory resupply time sped up a bit
O Changed xenocide damage type from "blast" to "normal" (no longer does double damage vs. structures, use against HA, use bile against structures)
O Umbra duration lowered from 10 to 6 (to try to allow marines a chance to rush early and to workaround problem where particles disappeared before umbra effect)
O Phase tech cost reduced from 25 to 15
O Fixed HA starting armor points
O nschangelevel, sv_restartround, spawnhive, killhive, etc. now all tell everyone on the server who executed the command
O Fixed rounding problems with carapace and weapon upgrades
- Before:
- MG l0: vs skulk: 11/13/18/21
- MG l1: vs skulk: 10/12/16/19
- MG l2: vs skulk: 9/11/15/18
- MG l3: vs skulk: 8/10/14/17

- After removing damage off the top:
- MG l0: vs skulk: 11/12/14/15
- MG l1: vs skulk: 9/11/13/14
- MG l2: vs skulk: 9/10/12/13
- MG l3: vs skulk: 8/9/11/12

O Changed stomp from radius to shockwave (increases skill, gives enemies a chance, means onos can kill groups of heavies with help, not by himself). Still needs new visual effect. Enemies show stomp rings when they are hit.

O Fade changes
O Acid rocket is now hive 2, metabolize is hive 3
O Acid rocket damage decreased from 60 from 50
O Fixed acid rocket idle
O Added metabolize view model animations (thanks Def One!)
O Metabolize has changed: the Fade now waves his arms while still, to get health and energy back (the old non-damage thing was too confusing)
O Change metabolize so fade can't move while using it?
O Added force where rocket hits (only affects enemy players...rocket jumping!)
O Acid rockets now affect the firer again

O Fixed bug where spit could hurt things it didn't look like it was hitting
O Fixed bug where spit, bile bomb, and web projectiles sometimes hit the player shooting it (esp. with celerity)
O Fixed bug where killing alien upgrade structures weren't removing upgrades
O Fixed game reset problems (sv_restart, sv_restartround, regular game end)
- Still hoping to have the Onos-stuck bug fixed for tonight, we'll see if it makes it


Damn you Flayra! Nothing to discuse about. Everything seems just to be OK <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

O Hive cost decreased from 45 to 30

Sweeeeeeeeeeeeeet ^^
«13

Comments

  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    Looks pretty cool. Now we wait. -__-
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    I don't like the idea of hive-dependency again <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I think Onos should require two hives, but everything else should be standard one hive things, otherwise Onos will, to put it simply, get very little use. A competent Marine team will probobly not be stupid enough to let aliens grab three hives, and even if they do, defenses will need to be spread so thinly that a HA Squad would be able to destroy them very easily.

    I personally think this is a step in the wrong direction, two hives should give aliens a significant boost, and a third should merely give them an advantage, not be the basis of their strategy. A step backwards in my opinion.
  • TiaxTiax Join Date: 2003-05-28 Member: 16802Members
    The only thing I see that still pisses me off is the res for kills. Oh well, maybe ill play the new version when its released and be surprised. I doubt it.
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    Looks like aliens will go back to being dominated.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    If you go back to the three hive system, I'm thinking the lerk will need it's bite back.

    Also, 2 hive lockdowns = boring games.
  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    Looking at previous change log’s and meticulously calculating pro's and con's of each new feature I have come to the decision that NS 1.1 is going to be balanced and chew bubble gum at the same time. But having never played it I can’t really know for sure, so....
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Sweet stuff, LETS GET IT ON!
  • KaniranKaniran Join Date: 2003-01-19 Member: 12465Members
    Only problem I can see is that onos will again become an end-game only creature. I guess both systems have problems, either onos too early or onos too late......
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    Please my friend pointed this out and I'd like to suggest this, you know when your a marine and you hit your waypoint and it stays there.... How about fixing this so that it always dissapears when you hit it, at least the "move to your waypoint" ones rather than something like "guard structure at waypoint."
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited June 2003
    Bah, I hope hive-dependency remains "just an experiment." the new 1.1 way I was looking forward to so much!

    And the new metabolize: WTH? isn't this just the same thing as regen? I liked the original idea better.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    <!--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-->- MG l0: vs skulk: 11/12/14/15
    - MG l1: vs skulk: 9/11/13/14
    - MG l2: vs skulk: 9/10/12/13
    - MG l3: vs skulk: 8/9/11/12<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->That looks nuts to me, this would make carapace pretty useless I think.

    <!--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-->Only problem I can see is that onos will again become an end-game only creature. I guess both systems have problems, either onos too early or onos too late...... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->How about balancing the game around onos being available at 2 hives, and all the rest at 1? That looks like a good compromise. In the event of a 2 hive lockdown, you'd still have fades available, with acid rocket, so clearing a hive wouldn't be impossible by any means.

    Also, I'd like to raise a concern about the way this playtest is being conducted. It seems to me that it's pretty silly to first balance everything out, as the last 5 or so patches have done, and <i>then</i> change around major features again, which makes most, if not all, of the balance testing moot. Wouldn't it be better to make the game fun first, with all the major features as you want them, and then start tweaking the numbers?
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I'm curious about how higher lifeforms being hive-dependent again will work out. But at least it's only "one more try", so if it doesn't work (lockdowns), I s'pose it'll be removed again. I hope it doesn't work, I was looking forward to getting a little more playtime in as an Onos. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • no_use_for_a_nameno_use_for_a_name Join Date: 2003-05-06 Member: 16090Members
    <!--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-->In the event of a 2 hive lockdown, you'd still have fades available, with acid rocket, so clearing a hive wouldn't be impossible by any means.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, acid rocket is a hive 2 ability. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TransmissionTransmission Join Date: 2003-03-12 Member: 14456Members
    I'm wondering if acid jumping will be like the rocket jump from TFC. Would be strange to see fades "rocketing" around the map.

    Carapace seems like a joke now.

    The all creatures at hive 1 feature was what I was looking forward to most, let's hope it stays in.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    <!--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-->Well, acid rocket is a hive 2 ability.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Argh! *slaps the 1.04 out of his head*

    Well, at least you'd have claws. Blink in, slash a turret, blink out. (blink <i>is</i> hive 1 right? *slaps head some more*) The 'rines would certainly not be able to relocate to one of the hives and take over the other and hope to survive, they'd need to control more than two RTs to survive. But if they keep their base, or relocate to a double node and take the hives, they could probably survive long enough to tech up high enough. Which would make 2 hive lockdown a possibly valid strat, but not immediately nearly hopeless for the aliens once it's done. Sounds good to me, options are always good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TiaxTiax Join Date: 2003-05-28 Member: 16802Members
    Also if the stupid res for kill thing stays in, I doubt there will be much of a starting rush anymore.

    Afterall rushing to your death would only give your enemy a better start.
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    <!--QuoteBegin--Tiax-+Jun 14 2003, 09:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tiax- @ Jun 14 2003, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also if the stupid res for kill thing stays in, I doubt there will be much of a starting rush anymore.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Calling res stupid? GG kiddie
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Res for kills is one of the best things to happen in 1.1
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I was _REALLY_ looking forward to the removal of hive requirements for certain alien types. I sincerely hope that Flayra goes back to the old 1.1 way in the next 1.1 build (where any alien on any hive).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Flay finnally balenced out carapace, so it won't dominate over all other abilities!

    But old hive system? NOO!


    Well, lets wait and see...
  • G-ZeuZG-ZeuZ Join Date: 2003-01-26 Member: 12744Members
    i wonder if the fades rocket launcher will look less like a clowns squirty flower in 1.1
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    The problem is that all the playtesters are hardened vets by now, and the PTs know each other and are able to coordinate with each other. Which means that any games they PT are closer to clan games than pub games. Which means their feedback will be based on games that were more like clan games than pub games. Which means that REAL pub games will not be as balanced as the PT games were.
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    <!--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-->I was _REALLY_ looking forward to the removal of hive requirements for certain alien types. I sincerely hope that Flayra goes back to the old 1.1 way in the next 1.1 build (where any alien on any hive). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Amen
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    <!--QuoteBegin--Rennex+Jun 14 2003, 09:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Jun 14 2003, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Res for kills is one of the best things to happen in 1.1 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    maybe if you want NS to be CS but otherwise no.
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    <!--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 Change lifeforms back to 2 and 3 hive model. Reduced Fade cost from 75 to 50. See if lockdowns can still happen. I cannot make up my mind on this, but want to try it the "old" way one more time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If this remains I wont even try 1.1, I sooo hated the lockdowns in 1.0X. There is no way there is not gonna be alot of lockdowns in 1.1 if this is left in. I haven't played NS in months and I'll never play it again if this is the way 1.1 turns out... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Pr0phecyPr0phecy Join Date: 2002-04-04 Member: 381Members
    edited June 2003
    can someone explain this to me :
    - MG l0: vs skulk: 11/12/14/15
    - MG l1: vs skulk: 9/11/13/14
    - MG l2: vs skulk: 9/10/12/13
    - MG l3: vs skulk: 8/9/11/12

    im 2 lazy to think

    and res kills for aliens = good
    res kills for marines = baaaaaad
    especially because of all the lower prices on the marine side
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Considerin I haven't played CS since beta 6.5, I don't know what you're referring to =\
  • DTEHkDTEHk Join Date: 2002-10-14 Member: 1497Members
    I like all the canges!!!

    - MG l0: vs skulk: 11/12/14/15
    - MG l1: vs skulk: 9/11/13/14
    - MG l2: vs skulk: 9/10/12/13
    - MG l3: vs skulk: 8/9/11/12

    ... I dont get it too <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    That's the number of bullets of varying levels of weapons to kill a skulk with varying levels of carapace.

    I'm not sure why people don't like hive lockdowns. Some of the most exciting games I've had were two hive lockdowns. (most of the time as Kharaa)
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 01:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's the number of bullets of varying levels of weapons to kill a skulk with varying levels of carapace.

    I'm not sure why people don't like hive lockdowns. Some of the most exciting games I've had were two hive lockdowns. (most of the time as Kharaa) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Only fun if the marines suck, cause othervise it's over already. Of course it might be different now if gorges can destroy bases or something.

    I haven't really kept up to date, but gorges have bile bomb in 1.1 right? Now the question is... is that a hive 2/3 ability? cause in that case it will be just like in 1.0X after all hah.
Sign In or Register to comment.