Are These Things Being Taken Care Of?
Dread
Join Date: 2002-07-24 Member: 993Members
<div class="IPBDescription">Questions to vets/pts/devs</div> I've been gathering some bits of information and I'd like to know how these issues are being adressed(if at all)
-Marine Phase Gates, I heard they were too weak to be profitable and hence not used often. True or false?
-Gorges vs. outposts, related to the question above. Are Gorges too good with their Bile Bombs? Does second hive automatically mean "no outposts for marines" because of Gorges devastating bilebomb?
-Onos vs. Bases, afaik this is being heavily discussed currently. Are Oni too dangerous to marine(bases) in the new Hive model? Are they underused in the old(1.0x and 1.1q)?
-Old Hive-model, are all Kharaa abilities equally being used in the newest build of NS or do the higher evolutions use only the higher-slot weapons(because availlable to them)?
-Skulk movement(on walls), are there any plans to make Skulks movement on walls easier for 1.1?
-Hitbox issues, 'nuff said. Anything done to them?
-Stuck issue, do you still get stuck on WoLs with Gorges/Oni?
-Lerk flight, is the new Lerk flight going to be in 1.1? I think Flay said that all the major changes have been done. Has new easier Lerk flight gone out of the window?
-Resource system, is it flawless currently? I'm only worried about Gorge building.
-Fade metabolize is (afaik again)currently being tweaked. Is it useful and do you believe it will make a good Fade 4th slot weapon? Is the name _Fade_ fitting anymore?
-Medpacks and medspam, wouldn't the new observatory energy system fit medpack dropping better instead of researching medpacks?
-Mines(throwable), again I read something about throwable mines. Are they going in before 1.1 is unleashed to the hordes?
-Sensory traits, does Flay have something new in his pocket or are sensory traits going to be those what they are currently(Cloaking, Scent of Fear, Pheromones)?
-Jetpacks, are they going to stay the way they are currently in 1.1(jumppack style, no advanced flying)?
-Electrified resnodes, are they being left the way they are(every res node electrified) or were they meant to be more "Commander must choose carefully which nodes to electrify and which not in order to defend them, though effectively"?
-Traits different levels, what is being done to this? In my humble opinion it's rather counter intuitive that the traits are always on highest level and 1 or two only for brief moment.
-Mute, can you mute now?
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If all these are going to be addressed, I'm happy, no matter how long the release of 1.1 will take <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> However if some of these things are not going in because of problems on how to implement them, it's nice to know on which things we should try to seek solutions. I just feel bad for not being able to do anything.
-Marine Phase Gates, I heard they were too weak to be profitable and hence not used often. True or false?
-Gorges vs. outposts, related to the question above. Are Gorges too good with their Bile Bombs? Does second hive automatically mean "no outposts for marines" because of Gorges devastating bilebomb?
-Onos vs. Bases, afaik this is being heavily discussed currently. Are Oni too dangerous to marine(bases) in the new Hive model? Are they underused in the old(1.0x and 1.1q)?
-Old Hive-model, are all Kharaa abilities equally being used in the newest build of NS or do the higher evolutions use only the higher-slot weapons(because availlable to them)?
-Skulk movement(on walls), are there any plans to make Skulks movement on walls easier for 1.1?
-Hitbox issues, 'nuff said. Anything done to them?
-Stuck issue, do you still get stuck on WoLs with Gorges/Oni?
-Lerk flight, is the new Lerk flight going to be in 1.1? I think Flay said that all the major changes have been done. Has new easier Lerk flight gone out of the window?
-Resource system, is it flawless currently? I'm only worried about Gorge building.
-Fade metabolize is (afaik again)currently being tweaked. Is it useful and do you believe it will make a good Fade 4th slot weapon? Is the name _Fade_ fitting anymore?
-Medpacks and medspam, wouldn't the new observatory energy system fit medpack dropping better instead of researching medpacks?
-Mines(throwable), again I read something about throwable mines. Are they going in before 1.1 is unleashed to the hordes?
-Sensory traits, does Flay have something new in his pocket or are sensory traits going to be those what they are currently(Cloaking, Scent of Fear, Pheromones)?
-Jetpacks, are they going to stay the way they are currently in 1.1(jumppack style, no advanced flying)?
-Electrified resnodes, are they being left the way they are(every res node electrified) or were they meant to be more "Commander must choose carefully which nodes to electrify and which not in order to defend them, though effectively"?
-Traits different levels, what is being done to this? In my humble opinion it's rather counter intuitive that the traits are always on highest level and 1 or two only for brief moment.
-Mute, can you mute now?
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If all these are going to be addressed, I'm happy, no matter how long the release of 1.1 will take <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> However if some of these things are not going in because of problems on how to implement them, it's nice to know on which things we should try to seek solutions. I just feel bad for not being able to do anything.
Comments
-Marine Phase Gates, I heard they were too weak to be profitable and hence not used often. True or false?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
atm, i find them a bit weak, but during a test flay upped the health by a bit...so they seem okay now...don't see them often tho :\
<!--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-->
-Gorges vs. outposts, related to the question above. Are Gorges too good with their Bile Bombs? Does second hive automatically mean "no outposts for marines" because of Gorges devastating bilebomb?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
no. a lone gorge is easily dealth with.
<!--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-->
-Onos vs. Bases, afaik this is being heavily discussed currently. Are Oni too dangerous to marine(bases) in the new Hive model? Are they underused in the old(1.0x and 1.1q)?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
4-5 marines with lmg, 2 marines with hmg can easily deal with oni
<!--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-->
-Lerk flight, is the new Lerk flight going to be in 1.1? I think Flay said that all the major changes have been done. Has new easier Lerk flight gone out of the window?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
no idea, last i heard, flay said he'll add it in later, and haven't heard of it since :\
<!--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-->
-Fade metabolize is (afaik again)currently being tweaked. Is it useful and do you believe it will make a good Fade 4th slot weapon? Is the name _Fade_ fitting anymore?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I find it useless, atm it's basically a regen :\
<!--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-->
-Medpacks and medspam, wouldn't the new observatory energy system fit medpack dropping better instead of researching medpacks?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
from what i've seen flay doesn't want to get rid of medspam :'(
And, you can mute.
They have same HP as 1.04, hence quite weak but an elec TF nearby protect a phase very well.
<!--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-->
-Gorges vs. outposts, related to the question above. Are Gorges too good with their Bile Bombs? Does second hive automatically mean "no outposts for marines" because of Gorges devastating bilebomb?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Bilebomb is insanely powerfull atm, but Flayra said it will be reworked
<!--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-->-Onos vs. Bases, afaik this is being heavily discussed currently. Are Oni too dangerous to marine(bases) in the new Hive model? Are they underused in the old(1.0x and 1.1q)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It depands on the version. One version Oni got charge at hive 1, which was really too good against structures. Stomp/Gore at hive 1 is quite harmless against structures, compared to charge.
Onos are dangerous to marines base bc electricity dont affect them so much.
<!--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-->-Lerk flight, is the new Lerk flight going to be in 1.1? I think Flay said that all the major changes have been done. Has new easier Lerk flight gone out of the window?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not yet.
<!--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-->-Mines(throwable), again I read something about throwable mines. Are they going in before 1.1 is unleashed to the hordes?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I would love that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--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-->-Sensory traits, does Flay have something new in his pocket or are sensory traits going to be those what they are currently(Cloaking, Scent of Fear, Pheromones)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Pheromones will be entirely reworked.
<!--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-->-Mute, can you mute now?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes
Hope that helps.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
A good way to fix that is to keep hive restrictions with some changes see post: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=35499' target='_blank'>Ns Strategy and How to Fix Hive restrictions</a>
For the most part, all evolutions are being used. Lerks are used early on to hold off a hive rush, fades are used once the 2nd hive goes up, and Onos are used if/when the third goes up. Similar to 1.0x, except you can get hives much easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
<!--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--> -Skulk movement(on walls), are there any plans to make Skulks movement on walls easier for 1.1? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't think anything is planned to be changed. Skulk wall movement is fine as it is. If you can't move around walls well enough, try practising <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
<!--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--> -Hitbox issues, 'nuff said. Anything done to them? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hitbox issues when a marine is crouching/jumping in the middle of a fight seem to be fixed. You definately won't hear as much "OMG CROUCH EXPLOITER!". As far as marines in vents, it is still a bit tough. Holding crouch and aiming down are still the best ways around it.
<!--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-->-Stuck issue, do you still get stuck on WoLs with Gorges/Oni?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, first off, there won't be many WoLs in 1.1. It just isn't worth it to spend the res you get on 10 structures in 1 location. But do Oni still get stuck in the current build? Yes, but Flay has stated he is trying very hard to iron out the stuck problems. I don't believe a "/stuck" type plugin will ever be incorporated (Flay would rather fix the underlying problem, then create an exploitable solution).
<!--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-->-Resource system, is it flawless currently? I'm only worried about Gorge building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't quite understand the question, but.. In 1.1, unlike 1.0x, the alien team does not have a set one person gorge. You may start out with "NSPlayer" as gorge, but in order to get upgrades/hives built, "NSPlayer2", "NSPlayer3", etc.. may need to go gorge, since skulks get res-for-kills, and hence have a greater resource flow. The game is much more dynamic in that sence.
<!--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-->-Medpacks and medspam, wouldn't the new observatory energy system fit medpack dropping better instead of researching medpacks?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I never saw a problem with 1.0x "medspam". If you spend the res, you're hurt in other areas. Flayra is also in the "if the comm is in the right place, and wants to spend the res, he should be able to" camp. The medpack research has also been removed (since it really was pointless). And no, the energy system would be horrible for medpacks IMHO, the comm has resources for a reason, let him spend them.
<!--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-->-Jetpacks, are they going to stay the way they are currently in 1.1(jumppack style, no advanced flying)? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
99.999% yes.
<!--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-->-Electrified resnodes, are they being left the way they are(every res node electrified) or were they meant to be more "Commander must choose carefully which nodes to electrify and which not in order to defend them, though effectively"?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Again, I think this goes back to the "if the comm wants to spend the 20 res electrifying, let him".
<!--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-->-Traits different levels, what is being done to this? In my humble opinion it's rather counter intuitive that the traits are always on highest level and 1 or two only for brief moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Traits seem perfectly fine.
<!--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-->-Mute, can you mute now?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You could mute just fine in 1.0x, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.