Latest Changelog - Thoughts
The_Real_Quasar
Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">What do YOU think?</div> <!--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 Added blood feedback when marines are hurt, and when alien structures are hurt. Alien structures no longer spark for any reason. I made this change happily, and I don't feel like it compromises the vision of NS in any way.
O Fixed location names on ns_caged
O Increased skulk health from 75 to 90
O Reduced sentry cost from 10 to 5
O Reduced xenocide damage from 240 to 200
O Rework spores to be able to hold off groups of T1 marines, but fall to HMGs even while defending a hive (currently they can hold off tier 2 marines with enough lerks) (Details: increased area of particle effect, to more accurately represent their area of effect. spores do the same damage, but they do it more often, and they don't stack)
O Map gamma now gets set properly for HLTV spectators
O Removed last momentum given to players with hit with various attacks (notably, skulks don't ever knock marines back any more, die bug die)
O Can no longer create a hive if one is currently building
O Never add parasite or Scent of Fear blips for Commander
O Redemption no longer redeems dead players. Redeem now will pull you back to a hive, even if you're close to it (better then dying).
O Play redeem sound on both ends so attackers know what happened.
O Slow down Onos a bit when digesting a player (to allow rescues)
O Increased gorge armor from 50 to 75
O Increased lerk gestate time to 28
O Increased sentry damage from 10 to 12
O Increased sentry health from 1000 to 1200
O Increased offense chamber spike velocity from 1500 to 1800 (to lessen marines running by them)
O Added new sprite for hives in hive sight and removed extra hive text (thanks Frogg2!)
O Fixed up tooltips so regular HL messages can be displayed, and error messages still display when cl_autohelp is 0, also added server MOTD (you're welcome, Voogru!)
O Reticle help and player names show instantly instead of fading in
O Oriented bile bomb properly
O Spectators can no longer hear players talk in-game
O New version of veil (no more placeholder visuals)
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I love all of this, but what's your opinion?
I'm especially happy that marines finally have blood <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also Flayra seems to be trying to make sentries more widley used, which is nice.
O Fixed location names on ns_caged
O Increased skulk health from 75 to 90
O Reduced sentry cost from 10 to 5
O Reduced xenocide damage from 240 to 200
O Rework spores to be able to hold off groups of T1 marines, but fall to HMGs even while defending a hive (currently they can hold off tier 2 marines with enough lerks) (Details: increased area of particle effect, to more accurately represent their area of effect. spores do the same damage, but they do it more often, and they don't stack)
O Map gamma now gets set properly for HLTV spectators
O Removed last momentum given to players with hit with various attacks (notably, skulks don't ever knock marines back any more, die bug die)
O Can no longer create a hive if one is currently building
O Never add parasite or Scent of Fear blips for Commander
O Redemption no longer redeems dead players. Redeem now will pull you back to a hive, even if you're close to it (better then dying).
O Play redeem sound on both ends so attackers know what happened.
O Slow down Onos a bit when digesting a player (to allow rescues)
O Increased gorge armor from 50 to 75
O Increased lerk gestate time to 28
O Increased sentry damage from 10 to 12
O Increased sentry health from 1000 to 1200
O Increased offense chamber spike velocity from 1500 to 1800 (to lessen marines running by them)
O Added new sprite for hives in hive sight and removed extra hive text (thanks Frogg2!)
O Fixed up tooltips so regular HL messages can be displayed, and error messages still display when cl_autohelp is 0, also added server MOTD (you're welcome, Voogru!)
O Reticle help and player names show instantly instead of fading in
O Oriented bile bomb properly
O Spectators can no longer hear players talk in-game
O New version of veil (no more placeholder visuals)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I love all of this, but what's your opinion?
I'm especially happy that marines finally have blood <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also Flayra seems to be trying to make sentries more widley used, which is nice.
Comments
Looks pretty cool. Personally, I'd think that the # of turrets a tf can support should be capped to reduce situations with horrible lag in turret farms on pub servers.
YOU EVIL LITTLE....
YOU POSTED THIS 7 MIN AFTER FLAYRA !
THAT MAKES MY 9 LOOK BAD !
...
Well you just copied and pasted
I'll blame that
O Can no longer create a hive if one is currently building
that will slow down the aliens allitle maybe to allow the rines to get better tech before 3rd hive... it probably would also mean less multi-gorges but enough to put up defenses and such..
Edit: shhh there is an owl outside my window <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I smell massive marine deaths with this fixed
I smell massive marine deaths with this fixed <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nah, I don't know. If you want a reason why marines could theoretically get slaughtered, check out skulk health chance. Nice to see sentries cheap so they'll actually be used. With the electrified TF, it's BYE BYE rambo-skulks who single handedly take out TFed outposts like in 1.04. Which is great. Though... I'm a bit worried, because there hasn't been any limits to the amount of turrets, so people could carpet whole areas with them and that would make REAL 1.04 turret farms look like s*it compared to these new babies...
YOU EVIL LITTLE....
YOU POSTED THIS 7 MIN AFTER FLAYRA !
THAT MAKES MY 9 LOOK BAD !
...
Well you just copied and pasted
I'll blame that <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You've gotta get up early in the afternoon to beat me!
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
thought it would never happend <!--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-->O Rework spores to be able to hold off groups of T1 marines, but fall to HMGs even while defending a hive (currently they can hold off tier 2 marines with enough lerks) (Details: increased area of particle effect, to more accurately represent their area of effect. spores do the same damage, but they do it more often, and they don't stack)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nooo i was looking forward to stacking spores...but mabye it's for the best.
A lot of people who believed to understand the "NS vision" better than Flayra need to eat their words and thread locks now.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Wait a second, I thought we were trying to help make the double gorge more viable. The main point of any competent two-gorge-team is to get hives up quicker, any single gorge can put up two hives in the time it takes to complete one.
So now double gorge is only for combat/defence purposes? *tsk* Contradictory.
As for all the other changes, they are more than welcome, I like Froggeh's idea of new hive blip. The spore rework idea is good too, focus on area of effect instead of max damage making it harder to evade.
Good job to the team and the playtesters!
-Blood effect lets Skulks know when they hit (and is pretty scary for marines)
-Biting won't knock marines back
-90hp for Skulks
Maybe finally Skulks will kill marines as much as marines kill Skulks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Blood effect lets Skulks know when they hit (and is pretty scary for marines)
-Biting won't knock marines back
-90hp for Skulks
Maybe finally Skulks will kill marines as much as marines kill Skulks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't forget that the hitbox buggs are fixed too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well, yes, at first. In 1.04 start days, marines got owned nearly every time in publics. Servers had like 70-80% win ratio for aliens. Then marines evolved and figured out JP/HMG (introduced by clanners a month after release I think) and then ratios changed to 70-80% marine wins.
Now, kharaa will probably get a lot more wins (lots of new players), but after marines get used to all the changes and learn good teamplay, win ratios will hopefully be 50/50 like they are supposed to. This time, however, we have many "veterans" who have played 1.04, but quit and now return so the change might not be so drastic. I wouldn't paint too gloomy picture for marines when 2.0 gets released, because of the veterans around...
Anyways, practice your skulking now, your going to need it! I know I am. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<img src='http://www.rucentre.com/superskulk.gif' border='0' alt='user posted image'> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
And seeing how silence now makes you totally silent you might wanna go for that instead of celerity...
Oh, 1.1 how I want thee... 2.0....
I still say we go back to 1.1...
has a nicer ring to it...
but im just wondering why alot of these sudden balances are being done within the last 28 days??? 28 days later (never saw that movie yet) neways i just hope that balancing it alot right now is waht they need....otherwise it looks awesome
Uuhm
They've been doing similiar changes at least once a week for the last month...
hehe
It's not like they've accelerated
Other than that I think it's going to completely
own.
Not any more.
<!--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 carapace slow factor<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->From the <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=35165' target='_blank'>1.1q Changelog</a>.
So now double gorge is only for combat/defence purposes? *tsk* Contradictory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Try to avoid wild speculation untill you've actually played it ok?
Current 1.1 games are seeing a hell of a lot more than 2 gorges - there are more things for gorges to build than hives.
Yup
That's the bad part...
We'll just hope they sort it out
And I'm so sorry I forgot they've removed the slow-factor... ( note, a lil sarcasm here )
all these builds are messing with my head...