Who Would Have Guessed?
Quantum_Duck
Join Date: 2003-10-21 Member: 21851Members, Constellation
<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.
-------
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.
Comments
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-->
We have incoming praise-spam in three.... two.... one.....
Hopefully they'll do little damage to alien structures. =/
I'm seriously wondering whether this is gonna be good or bad...
<!--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-->
Well this should help marines kill skulks or lerks camping in high vents.
Somehting something Anti Organism. In a sense, its n almost flashbang.
Now all we need to know is how much damage they do
/me wubs
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.
(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-->)
-Seraph
[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.
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!
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.
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
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-->
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.)
CAN'T WAIT FOR 3.0
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.
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 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)
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?