Catpack Question?
alster
Join Date: 2003-08-06 Member: 19124Members
<div class="IPBDescription">for those in the beta test</div> I have a question about the catpack that's going to be put in the new version. What's going to stop a screwed up com from dropping catpacks ontop of marines to hurt marines when they don't need it? I know you can vote to eject the com, but there must be a better way to prevent this. Or did I miss the part where the effects will be permanent and therefore help the marine?
Comments
Besides, if a lamer wanted to ruin the game it would be easier to just mass CC spam.
(though there are no evil comms in the beta I have run across)
At worst the comm could spam CPs on everyone bringing their health down and allowing aliens to rampage over the marine start. I doubt this would even happen. What sane alien would want to rush a room of doped up marines with automatic weapons?
Also, remember that CPs are not free and the comm would soon run out of res. Once it wears off and you are killed just respawn. The comm would not likely have enough res (or would be kicked out) by that point to drop any more.
Anyway, most lamer comms don't have the patience to wait for CPs and would just CC spam at the beginning as Pest noted.
what do you want, the game to self regulate the usage of every item? it would play itself!
No, you can get it back instantly from a med pack and still retain the strength and speed upgrades, (Which sounds a little unfair, personally I think you should need to wait untill the effects wear off untill you can be healed again. But I haven't tested it yet so I'll just keep my mouth shut).
Edit: I got a question: Does the cp take away 25% of your max health, or 25% of your current health?
No, you can get it back instantly from a med pack and still retain the strength and speed upgrades, (Which sounds a little unfair, personally I think you should need to wait untill the effects wear off untill you can be healed again. But I haven't tested it yet so I'll just keep my mouth shut).
Edit: I got a question: Does the cp take away 25% of your max health, or 25% of your current health? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
edit: Removed erroneous statement.
I haven't checked if it is 25% of your original full health or just your current health. I was too concerned with shooting aliens after I received a CP so I never monitored my health levels. I will check this out when I get home and post a result back here. (unless someone beats me to it)
edit: not only did <b> Walt</b> beat me to it. He used a time machine to post before me.
Strange, they seem to think otherwise in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=54309&st=40' target='_blank'><u>this thread</u></a>... :/
Strange, they seem to think otherwise in <a href='http://www.natural-selection.org/forums/index.php?act=ST&f=1&t=54309&st=40' target='_blank'><u>this thread</u></a>... :/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, you may be correct.
Maybe I just had a confused comm that kept dropping ammo on my head instead of Meds. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
OK, I did some serious testing this time with the help of MatchHead as comm.
-You can only be affected by one catpack at a time. You will not pickup any additional catpacks while under the influence so don't worry about additional 25 HP loss with no benifits.
-Medpacks can heal you back up to the full 100 HP. <i>sorry for the initial misdirection Pest</i>
-Medpacks <u>do not</u> allow you to Bunnyhop as a marine or build faster. JP speed is unaffected.
-Reload speeds are the same.
-CPs + knives = Jason Vorhees <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (cept without the whole invincible part. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> )
Any other technical questions re: catpacks? No balance questions please.
nope, only one cat at a time
Well since you asked, roughly how fast is a catpacked marine? Onos-with-celerity speed or what?
Also, why didnt they just call them stim-packs? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Does it run out? How long does it last?
Building requirements? Does it need to be dropped in range of something?
It doesnt affect armour at all does it?
Can you jump further?
Does walking speed get faster? Yet remain quiet?
Does crouch walking get faster?
And does walking backwards get faster?
Thx if u can answer these
- RD
Catpacks great if you want to take down hive quickly or hunt dead some escaping alien.
Catpacks great if you want to take down hive quickly or hunt dead some escaping alien. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Licho, what did you use to check the speeds? Or did you calculate them?
I know there is some weird speedometer out there you can use to test things like this...
Just curious. I always wanted to know how fast I was moving rather than just estimating it.
Does it run out? How long does it last?
Building requirements? Does it need to be dropped in range of something?
It doesnt affect armour at all does it?
Can you jump further?
Does walking speed get faster? Yet remain quiet?
Does crouch walking get faster?
And does walking backwards get faster?
Thx if u can answer these
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
CP currently cost 4 res each, plus 20 for research I think. I don't comm, so I don't remember research cost for sure.
The damage is instant, the speed boost lasts 8 seconds.
Catalysts must be researched at the arms lab, and require... well, an arms lab.
CP can be dropped anywhere that med and ammo packs can be dropped once researched.
I'm pretty sure it has no effect on armor.
I havn't specifically tried various movement, but the 25% movement speed does make you jump a bit further. I would assume that it effects all forms of movement, but since it's a percentage, crouch walking and such still won't be very fast. 4 res and 25 damage is a steep price to crawl through a vent 25% faster. Someone ought to try these specificly and find out some time.
I'm pretty sure it has no effect on armor.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Correct. Your armor won't be affected.
This will be even more fun now that hitboxes are fixed ^_^
Because they aren't just stims. I havn't seen an actually story write up for how they fit, but the graphic is a little pack with 2 tubes of nano goo. One tube is the stim to boost movement/knifing speed, while the other one is some other kind of catalyst that boosts a gun's fire rate. If you think about it, normal stimulants don't help you fire an automatic weapon any faster.
- RD
Death ray?
I'm pretty sure it has no effect on armor.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Correct. Your armor won't be affected. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah i calculated them using balance.txt file, there is speed of all aliens and unencumbered marine + speed modifier for catpack (1.25)