[QUOTE=99$-Plate;38423662]I am kind of half and half on the whole lights out and emergency lights when the power goes out.
On one hand, I like how the room goes completely dark for the first few seconds the power goes out and then the red emergency lights turn on.
On the other hand, I want the room to stay dark until the power goes out.[/QUOTE]
You mean power goes on again, right?
[QUOTE=hogofwar;38423984]You mean power goes on again, right?[/QUOTE]
Yeah thats what I meant lol.
I feel the same about the power. I think it's silly how the room is dark for a maximum of five or so minutes before it goes red again. It should stay dark the entire time the room is down. They should add a new building, like a backup generator, that you can build. It would just absorb power from the room if it has running power, and in case of the power being taken out, it'd supply light for a maximum of five or ten minutes. If there's no backup generator (which would be likely in a forward base), then power goes out indefinitely and there is no lighting.
That'd be much better imo.
[QUOTE=loopoo;38425863]I feel the same about the power. I think it's silly how the room is dark for a maximum of five or so minutes before it goes red again. It should stay dark the entire time the room is down. They should add a new building, like a backup generator, that you can build. It would just absorb power from the room if it has running power, and in case of the power being taken out, it'd supply light for a maximum of five or ten minutes. If there's no backup generator (which would be likely in a forward base), then power goes out indefinitely and there is no lighting.
That'd be much better imo.[/QUOTE]
5 or 10 minutes?
I think you meant something like 20 or 30 seconds...
Sorry my good friend, but normal games (not turtles) last mostly for 20-30 minutes. I don't think it's a good idea to introduce timed buildings that can almost outlast the round itself.
Also, rooms go black for like 10 seconds, not 4-5 minutes.
Are you living in some kind of slow motion world or something ?
15 seconds is fine as it is, this is a competetetive shooter, not a horror game.
[QUOTE=Avager;38426368]5 or 10 minutes?
I think you meant something like 20 or 30 seconds...
Sorry my good friend, but normal games (not turtles) last mostly for 20-30 minutes. I don't think it's a good idea to introduce timed buildings that can almost outlast the round itself.
Also, rooms go black for like 10 seconds, not 4-5 minutes.
Are you living in some kind of slow motion world or something ?[/QUOTE]
I wasn't actually sure of how long the room stays dark (as I almost always leave the room once I wipe out the power, rather than hanging about pointlessly in it), and I knew it was short, but I just wanted to be safe haha
But obviously, disregarding the timing (which can be tweaked), generators would be feasible. It sure as hell beats having the room dark for 30 seconds, then red until powered up.
[QUOTE=Niklas;38426648]15 seconds is fine as it is, this is a competetetive shooter, not a horror game.[/QUOTE]
Yes but do you know how could it would be to enter a pitch black room and turn on your flashlight with a few marines covering you and you shine your light upon a skulk on the wall and get leaped at and die
That would be awesome
[QUOTE=Egon Spengler;38426687]Yes but do you know how could it would be to enter a pitch black room and turn on your flashlight with a few marines covering you and you shine your light upon a skulk on the wall and get leaped at and die
That would be awesome[/QUOTE]
Once, it'd be awesome once, after the fifth time you'd wanna throw your mouse through the screen.
Just had quite possibly the most epic game so far.
We were marines on refinary. We had like a 50 minute game. We lost nearly all points except for flow control. Our commander put robo factories on each entrance and we all had flame throwers. We took out probably 500 Onus as our robo's repaired all the factories.
We lasted such a long time it was quite amazing.
[QUOTE=RautaPalli;38400331]Because they are a waste of res. A single skulk that has any clue what he's doing can take them all out alone in a single life. The res you spent on those turrets could have been used for weapon and armor upgrades or getting phase gates up faster.[/QUOTE]
Phase gates are very easy to get up at the beginning of the game and two sentry locations doesn't put that much of a dent into resources. Strategic placements of the turrets can make it to where the skulk will not even have enough time to reach the sentry generator before being shot to pieces. The only times skulks can destroy my sentrys is when 3 or 5 of them rush in at once and overwhelm the 3 turrets backed up into a corner or covering a hallway with a single entrance. The point of my previous post is that most team mates start bitching and moaning like it's the end of the world when I instruct them to build a robotics factory, and that using sentrys to prevent skulk rushes at the beginning of the match can be quite useful.
[QUOTE=Tea Guy;38427916]Phase gates are very easy to get up at the beginning of the game and two sentry locations doesn't put that much of a dent into resources. Strategic placements of the turrets can make it to where the skulk will not even have enough time to reach the sentry generator before being shot to pieces. The only times skulks can destroy my sentrys is when 3 or 5 of them rush in at once and overwhelm the 3 turrets backed up into a corner or covering a hallway with a single entrance. The point of my previous post is that most team mates start bitching and moaning like it's the end of the world when I instruct them to build a robotics factory, and that using sentrys to prevent skulk rushes at the beginning of the match can be quite useful.[/QUOTE]
Please, do continue building sentries.
We, aliens, love it when marine commanders put them down, wasting precious tres instead of buying upgrades, expanding, building forward bases at which marines can siege locations or dropping advanced weapons to save some pres of your team.
On behalf od alien teams, we do thank you for your cooperation.
[QUOTE=Avager;38428172]Please, do continue building sentries.
We, aliens, love it when marine commanders put them down, wasting precious tres instead of buying upgrades, expanding, building forward bases at which marines can siege locations or dropping advanced weapons to save some pres of your team.
On behalf od alien teams, we do thank you for your cooperation.[/QUOTE]
Dont get me wrong, it's not as if I spam them. You speak as if it's impossible to have both sentries and forward bases along with upgrades. Depending on the players on my team we tend to secure half the map within the first 5 minutes of the match which leaves me with a surplus of tres, so I can have multiple things being researched and upgraded. In cases where the majority of your team mates are nubs and think that getting kills is how you win, you'd be absolutely right, and in which case I would adjust my tactics for the situation but rarely do sentrys mean the downfall of my team.
Keep getting weird lag spikes in-game, seemingly instead of FPS drops. Weeeiiird yo, especially when I'm on 60mbit internet.
'Part from that and rubbish commanders playing as marine is ballin' fun.
I don't have much experience as a marine comm but from that little experience I found sentries to be cheap and extremely useful. Not nearly as handy as end-game whipopcalpse where you shift a dozen whips into their territory at once, but really handy for catching careless aliens out when they're running about. As long as you put the battery in front of a sentry or two they have their uses.
[QUOTE=Robbobin;38428470]I don't have much experience as a marine comm but from that little experience I found sentries to be cheap and extremely useful. Not nearly as handy as end-game whipopcalpse where you shift a dozen whips into their territory at once, but really handy for catching careless aliens out when they're running about. As long as you put the battery in front of a sentry or two they have their uses.[/QUOTE]
That's what I'm saying, they can be useful early game to prevent lone skulks or comm station rushes, or when you want to focus on one side of the map.
lerks are getting to be my favourite alien after a day of being one every game.
good harass, good damage, ability to do bonus damage before even getting in range to bite is great too. probably the best alien to respond to any marine attacking far away structures because of the speed and being silent due to glide even without upgrades.
[QUOTE=Pinut;38428678]lerks are getting to be my favourite alien after a day of being one every game.
good harass, good damage, ability to do bonus damage before even getting in range to bite is great too. probably the best alien to respond to any marine attacking far away structures because of the speed and being silent due to glide even without upgrades.[/QUOTE]
Yeah, they're my favourite right now, being able to just fly around catching people off-guard and alone and then shooting at their base to piss them off is fun as Hell.
It gets even better once spores are researched too.
[QUOTE=Mr Flexi;38432460]Yeah, they're my favourite right now, being able to just fly around catching people off-guard and alone and then shooting at their base to piss them off is fun as Hell.
It gets even better once spores are researched too.[/QUOTE]
And essentially doubling the health of anyone who goes into your umbra for a small while.
It really hurts to see someone play Lerk and just sit in base and only ever use the ranged spikes instead of being mobile and harassing
I like playing marine, gives me the vibes I used to get playing AvP.
Ahem, how do you get out of that pipe you have to jump down to get to aliens in that certain map (I forgot which)? I've gotten stuck down there a couple of times and the only way to get back to the Ready-room to join marines seems to be reconnecting. Pressing esc and choosing to return to ready-room doesn't work in there. :v:
[QUOTE=SgtTupelo;38432738]Ahem, how do you get out of that pipe you have to jump down to get to aliens in that certain map (I forgot which)? I've gotten stuck down there a couple of times and the only way to get back to the Ready-room to join marines seems to be reconnecting. Pressing esc and choosing to return to ready-room doesn't work in there. :v:[/QUOTE]
There's a console command you can use to join teams if I'm not mistaken, I don't remember what it is but it basically allows you to get out of the hole by joining the marine team through it.
[editline]13th November 2012[/editline]
I looked it up, type "j1" in console to join aliens and "j2" to join marines, only works if there's an empty spot on that team obviously.
[QUOTE=ReconUnit;38433064]There's a console command you can use to join teams if I'm not mistaken, I don't remember what it is but it basically allows you to get out of the hole by joining the marine team through it.
[editline]13th November 2012[/editline]
I looked it up, type "j1" in console to join aliens and "j2" to join marines, only works if there's an empty spot on that team obviously.[/QUOTE]
Correction
j1 for marines
j2 for aliens
[QUOTE=Avager;38433180]Correction
j1 for marines
j2 for aliens[/QUOTE]
I read it wrong, listen to this guy.
[QUOTE=SgtTupelo;38432738]Ahem, how do you get out of that pipe you have to jump down to get to aliens in that certain map (I forgot which)? I've gotten stuck down there a couple of times and the only way to get back to the Ready-room to join marines seems to be reconnecting. Pressing esc and choosing to return to ready-room doesn't work in there. :v:[/QUOTE]
'kill' in console works great for when you get stuck.
unofficial / not confirmed changelog
[quote=jeffco]
The community demands change logs!
Here an unofficial change log I made from diffing lua files:
Balance:
* Changed whip whack direction (source direction + some randomness)
* Increased whip whack range from 5 to 6.5
* Removed whip whack from burning whips?
* Reduced vortex energy coast (from 60 to 40)
* Some more vortex changes?
* Removed alien regeneration buff on infestation
* Increased alien self health regeneration rate from 0.5 Hz to 1 Hz
* Changed basic alien self health per tick from max(1, maxHealth * 0.02) to clamp(maxHealth * 0.02, 1, 20)
* Increased alien health regeneration per tick with regeneration evolution from max(1, maxHealth * 0.06) to clamp(maxHealth * 0.09, 10, 120))
* Added alien health regeneration per tick in combat reduction (healthPerTick * 0.2)
* Increased hive player health regeneration per tick from maxHealth * 0.08 to clamp(maxHealth * 0.09, 10, 120)
* Changed spawn egg selection (prefer eggs near critical hive)
* Increased cloak rate (from 50% per second to 100% per second?)
* Reduced cloak walk speed from 4 to 3
* Removed cloaked entities from minimap?
* Removed heal target limit from crags
* Increased crag heal per tick from 10 to min(maxHealth * 0.05 + 10, 100)
* Increased crag heal in heal wave mode from 50 to min(maxHealth * 0.05 + 10, 100) * 2
* Made hydras "catalyzable"? (i don't know what this means)
* Changed flame damage from 8 to 16 (or vice versa)
* Flame thrower creates flames?
Bugfixes:
* Fixed a commander input bug?
* Fixed some vortex bugs?
* Fixed "infant hallucination structure" bug
* Fixed shift egg positioning bug after shift teleporation
* Probably some more bug fixes
* Remove mist visibility for marine commanders
Other:
* Reduced "in combat time" from 5 second to 1.5 seconds
* Changed "in combat" blinking on the minimap from transparent to back
* Added various "test events" log messages for server admins? (sv_test_events)
* Added some map load time profiling
* Added some lerk material damage sound effects
* Improved some vortex effects?
* Changed "connection problem icon" somehow
* Removed obstruction test for sensor blips
* "Disable camera animations" disables skulk and lerk camera animations
[/quote]
So there has been an update?
Beta
[QUOTE=Cuel;38433768]unofficial / not confirmed changelog[/QUOTE]
Cool, I like these changes! Kinda gives a little credence to the thought that marines are op according to the devs. :v:
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