1.1q Changelog.
Tyrain
Join Date: 2003-01-03 Member: 11746Members
<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 ^^
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 ^^
Comments
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.
Also, 2 hive lockdowns = boring games.
And the new metabolize: WTH? isn't this just the same thing as regen? I liked the original idea better.
- 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?
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-->
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.
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-->
Afterall rushing to your death would only give your enemy a better start.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Calling res stupid? GG kiddie
But old hive system? NOO!
Well, lets wait and see...
Amen
maybe if you want NS to be CS but otherwise no.
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-->
- 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
- 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-->
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)
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.