Who Would Have Guessed?

Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
edited December 2003 in NS General Discussion
<div class="IPBDescription">3.0b</div> v3.0b
-------
O Fixed some structure bounding boxes where parts of them couldn't be hit (bug #247)
O Removed walking dependence on cl_forwardspeed
O Fixed "shooting-the-egg" crash
O Fixed the bug where items (medpacks, ammo, weapons, etc.) couldn't be dropped directly on players.
O Removed health/armor on level up (Combat)
O Removed distress beacon (Combat)
O Removed gorges (Combat)
O Removed experience for welding (didn't want to remove welding totally)
O Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted)
O Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable) (Combat)
O Added hand-grenades (thanks BrigadierWolf!)
-> Grenades don't detonate on contact, only after 4 seconds.
-> Available in Combat as regular upgrade (1 per life).
-> Available in regular NS as upgrade at armory. After researched, all marines spawn with a single grenade.
O Lowered lerk flap energy cost slightly
O Removed new hitbox code to see if it lessens server crashing
O Fixed bug where "impulse 1" does not cycle through slot 4 marine weapons (bug #178)
O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox
O New co_kestrel
-> I removed the "roof" over the CC and brought it out just a touch away from the wall (its still down in the elevator). This should solve the virtual invicibility that skulks have hiding behind it in which marines have to jump down in and often die to protect the CC. Marines should be able to now just look down and shoot.
-> Generate new minimap sprite
O Playtesting new map: co_rebirth
O super-leet-awesome-w00tage

Edit: How could I leave out the most important part? Thanks Ashaman.
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Comments

  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    edited December 2003
    HANDGRENADES HANDGRENADES OMGZ0R!

    And a first post to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • The_IRSThe_IRS Join Date: 2003-11-30 Member: 23798Members
    HANDGRENADES!!!!! ARE THEY HOLY!? OMG0RZ!!!!!! HANDGRENADES!!! OMGOMGOGMOGMOGMOGMOGMOGMOGM!!!!!11one
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Let the spamming begin.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--Shockwave+Dec 6 2003, 02:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Dec 6 2003, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let the spamming begin. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    We have incoming praise-spam in three.... two.... one.....
  • The_IRSThe_IRS Join Date: 2003-11-30 Member: 23798Members
    YAY! Finally a counter to spore spam.... NADE SPAM! w00t!
  • SuddenFearSuddenFear Join Date: 2003-06-21 Member: 17571Members
    Hoho, can't wait until the next time I see a lerk hiding in a vent, slowly sporing my team to death.

    Hopefully they'll do little damage to alien structures. =/
  • UndeathUndeath Join Date: 2003-03-19 Member: 14696Members
    <!--QuoteBegin--Quantum_Duck+Dec 6 2003, 08:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck @ Dec 6 2003, 08:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Added hand-grenades <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm seriously wondering whether this is gonna be good or bad...
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    Quantum: you forgot to add
    <!--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 super-leet-awesome-w00tage<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
    I wonder... in 1.0x "alpha" version, there were HE grenades, why did they remove it if they were going to put back in?

    Well this should help marines kill skulks or lerks camping in high vents.
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    I have talked to Brigadierwolf is a HTAO.

    Somehting something Anti Organism. In a sense, its n almost flashbang.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    because they didn't know they would put it back in... duh..

    Now all we need to know is how much damage they do
  • BeRzErKeRBeRzErKeR Join Date: 2003-02-18 Member: 13691Members
    How much will the grenade upgrade cost?

    /me wubs
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    O Removed health/armor on level up (Combat)
    O Removed distress beacon (Combat)
    O Removed gorges (Combat)
    O Removed new hitbox code to see if it lessens server crashing

    These 4 make me think this isn't going to be the final beta version.

    O Added hand-grenades

    That surprises me, but I think it will work out for the better.

    O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox

    I was wondering when that would happen.
  • KazulKazul Join Date: 2003-11-05 Member: 22315Members
    I think the whole reason behind this is because of the fact that the marines need some sort of area effect clearence weapon. Keep in mine the GL or seiges were the only way to really remove lame. THose were expensive and so on. With the alien res system, they could lame-wall up a lot easier than the marines could bring up a counter to that. I think this is a great idea, BUT, I think we should take a little tip from Halo. The sticky grenades are very nice, and frankly I think the idea of sticking them to an onos or fade is quite fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TonstarTonstar Join Date: 2003-08-16 Member: 19798Members
    no gorges WTH! they're so cute though! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> =<3
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    So are they putting the hitboxes back to the days where onos could only be hit in the hips, etc. inorder to reduce server crashing?
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    edited December 2003
    No, they only removed the code for Wallcliming Skulks, according to Max.

    (I like the change, Quantum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    well the res **** can rejoice at the onos double-health (im lookin at u SuddenFear!)

    -Seraph
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    edited December 2003
    Hmm...I was wondering why Flayra decided to pop in to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=' target='_blank'>this thread in our NS Customization forums</a> awhile back. We'll soon see whether the new handgrenades are these or a brand-spanking new kind.

    [edit]Just re-read the changelog and saw the "thanks brigadierwolf." Looks like we're looking at the very thing, or at least something similar.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    SWEET JESUS.

    No wonder Flay wanted to put in nades, those renders Brigadierwolf posted on the other thread are so damn smooth it's criminal.

    However, if nades are available in the early-mid game OC's will need to be much cheaper so they can survive nade spam - they are a bit overpriced ATM, giving the marines a more effective way to remove them will make them even less useful.

    The onos change was necessary from the sound of things, but I hear the fade has similar problems.

    Anyway, all good changes, 3.0 is sounding better and better. All this new marine tech is getting me excited!
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--DoL | Thunder+Dec 6 2003, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DoL | Thunder @ Dec 6 2003, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder... in 1.0x "alpha" version, there were HE grenades, why did they remove it if they were going to put back in?

    Well this should help marines kill skulks or lerks camping in high vents. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    knowing that your talking about how you took a look through the models, i know what your talking about...

    THAT large-scale HE grenade was used as the chemical lab, which hasn't made it into the game... THESE grenades, HAVE, and they are a weapon... not a building.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    <!--QuoteBegin--Delarosa+Dec 6 2003, 03:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Dec 6 2003, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DoL | Thunder+Dec 6 2003, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DoL | Thunder @ Dec 6 2003, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder... in 1.0x "alpha" version, there were HE grenades, why did they remove it if they were going to put back in?

    Well this should help marines kill skulks or lerks camping in high vents. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    knowing that your talking about how you took a look through the models, i know what your talking about...

    THAT large-scale HE grenade was used as the chemical lab, which hasn't made it into the game... THESE grenades, HAVE, and they are a weapon... not a building. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Delarosa, I believe he's talking about a pre-1.0 screenie where CS's HE-grenade sprite was used as a placeholder for one of the "this player killed that player with this weapon" icons. It may have been a placeholder for thrown grenades or the grenade launcher; I haven't PT'ed long enough to know if thrown grenades were included pre-1.0
  • Aries8Aries8 Join Date: 2002-12-12 Member: 10719Members
    Please tell me that you can pull the pin off of the nade when your being devoured by an onos.
    I can see it now. A marine was just eaten. He selects the nade pulls the pin and yells "Hows this for acid Indigestion you *******!!" right before it explodes <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    <!--QuoteBegin--Aries86+Dec 6 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aries86 @ Dec 6 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please tell me that you can pull the pin off of the nade when your being devoured by an onos.
    I can see it now. A marine was just eaten. He selects the nade pulls the pin and yells "Hows this for acid Indigestion you *******!!" right before it explodes <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can rest assured that part of the playtesting process will include checking how the new weapon operates in many situations (pulled pin but still in hand before devoured or killed, attempting to pull pin while being devoured, etc.)
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    OOOOHHHHHH

    CAN'T WAIT FOR 3.0
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Umm. The onos would see the marine having the grenade out though, and gore him while he can't fire his main gun(which ought to do more damage, considering the fixed hitboxes).
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    <!--QuoteBegin--Align+Dec 6 2003, 12:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Dec 6 2003, 12:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umm. The onos would see the marine having the grenade out though, and gore him while he can't fire his main gun(which ought to do more damage, considering the fixed hitboxes). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hehe... I don't think the "more damage" thing is a good idea. Onos are already excessively deadly. The only problem with the new hit box was that they suck up every bullet in the room and fall over before they into range. Now that they take more damage than a couple marines with LMGs can do without reloading, they will get into action much more often, and will do a LOT of killing. Even as weak as they were, they were already one of the best ways to bash down the CC in combat mode.
  • PalmaneenPalmaneen Join Date: 2003-01-02 Member: 11727Members
    So, how will the grenade work? Does the timer work like in quake2 (timer starts when you press fire and explodes in you hands), half life (timer starts when you press fire and explodes when you release. kamikaze!!) or counter strike (timer starts when you release)?
    Will the grenade show up in the fourth slot, and if so, will they move mines to this slot as well?
  • StrikercwlStrikercwl Join Date: 2003-10-04 Member: 21438Members
    <!--QuoteBegin--RabidWeasel+Dec 6 2003, 03:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Dec 6 2003, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, if nades are available in the early-mid game OC's will need to be much cheaper so they can survive nade spam - they are a bit overpriced ATM, giving the marines a more effective way to remove them will make them even less useful.



    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I dont think alien OT's are that expensive ... beside they only have one Gernade per marine .. so they will have to work together to make the gernade a real efective anti structure weppon (and that is only if they do much dammage at all to structures) I bet they will primarly be used for clearing vents and getting thoes pesky skulks and hungry onos just waiting around the corner for a marine to come thru (I personlay cant wait to ricochet some nades off a wall or two so it lands right in the face of a waiting skulk)
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    <!--QuoteBegin--Palmaneen+Dec 6 2003, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Palmaneen @ Dec 6 2003, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, how will the grenade work? Does the timer work like in quake2 (timer starts when you press fire and explodes in you hands), half life (timer starts when you press fire and explodes when you release. kamikaze!!) or counter strike (timer starts when you release)?
    Will the grenade show up in the fourth slot, and if so, will they move mines to this slot as well? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'll be happy to answer those questions the moment the servers are updated and we actually get to try it. *Waiting impatiently...*

    Anyway, until then, anyone already know?
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