2.0w Movement Chambers
Morden
Join Date: 2003-02-26 Member: 14045Members
<!--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 misc. movement abilities. Now movement chambers give energy to nearby players, and allow them to teleport to hives, that's it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This seemed sort of vague when i read it. What does Flayra mean by "misc. movement ablities"? What were these misc. abilities? I've always known about the teleportation and the energy restoration abilities of the movement chamber... but were there more in the beta test?
I can't see these "removed misc. movement abilities" as being the upgrades. Removing the chamber upgrades doesn't add up. Can somebody shine some light on this change log entry for me? Thanks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This seemed sort of vague when i read it. What does Flayra mean by "misc. movement ablities"? What were these misc. abilities? I've always known about the teleportation and the energy restoration abilities of the movement chamber... but were there more in the beta test?
I can't see these "removed misc. movement abilities" as being the upgrades. Removing the chamber upgrades doesn't add up. Can somebody shine some light on this change log entry for me? Thanks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
oh well, it was probly unfair to ahve a dozen or so skulks spawned in umbra at the same time.
We dont need some uber complex game with tons of entangled rules and abilities in order to come up with good, fun strat based fights. I would rather have all 3 towers relativly balenced then have one monolitic tower IE DT from NS1.x
Movement chambers used to be useful for everything, now they are just for their upgrades, and Gorges/Fades and non-adren Lerks. Why? Because these three are the only with ranged attacks and need a large amout of adrenaline to finish off marines. Still, its better have life regeneration from defense chambers than adrenaline regeneration. But thats just my opinion.
what a contributive post!!!
anyways, I'm kinda glad/disappointed at this. I was dissapointed because it would being a nice change. With the Original 2.0 MC, I thought MCs would be used as a first hive upgrade more often and we change change from the traditonal defense chamber upgrade as the first upgrade.
I was glad because the original 2.0 MCs seemed too godly and Flay probably made the choice to balance things out.
LOL. Yea. "OMG, you drop SC?DC FIRS?!?!"" OMG OMG F4! Everyone F4