So who's allegeable to PT b6?
Started by Tooky, Dec 20 2004 09:05 PM
6 replies to this topic
#1
Posted 20 December 2004 - 09:05 PM
I know I am, I payed for constellation back in october I think, I'll get to tell ya how it's like
#2
Posted 21 December 2004 - 01:24 AM
That's where I'll be!
Check out the change log! The vacuum jp is going. lol
Check out the change log! The vacuum jp is going. lol
NS v3.0 beta 6 changelog Gameplay changes O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor and stacks with DC healing, but doesn't 'stack' with Regeneration. O Alien upgrades cost 0 resources. O Gestating to skulk costs 0 resources. O Sieges no longer damage friendly players. O Siege now does 330 Damage. O Turrets now prioritize players over structures. O Offense Chambers now priorities players over structures. O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies). O Parasite now has a different icon based on if the target was a player or a structure. O Bile Bomb's range has been increased by 15%. O Cat-pack cost has been reduced from 4 to 3. O Marines near Sensory chambers show up as if detected by Scent of Fear. Game mechanics O Hitbox code has been much improved, so shooting through the legs of an Onos will miss, while shots on edges of models will now hit. O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking. O Players moving faster than walking pace will gradually become more visible the faster they move, but only to a max visibility of 30%. O Turrets will not fire at aliens with less than 10% visibility. O Clicking on an enemy structure (visible, non-visible and cloaked) gives a 'move to' waypoint. O Shotgun range begins to fall off at 500 units, and is then reduced by 1% for every 2 further units, resulting in 0 damage after 700 units, to stop shotgun sniping. O If you are within 600 units of marine start, you will not be transported in by Distress Beacon. O Group waypoints will now act like personal waypoints for each player (so when you reach the waypoint, it disappears for you, while remaining for all other players). O Alien respawn time reduced for teams larger than 6. As the number of hives increase, this time is increased, so at 3 hives there is no difference from respawn rate at 6 players. O Combat wavespawn now takes a 5 seconds plus 2 seconds for every dead player, up to a maximum of 13 seconds. O Added 'notready' command to reverse ready status in tournament mode. O Fixed exploit where structures could be dropped near marines in water to avoid building restrictions. O Equipment, med-packs, ammo-packs, etc. can again be dropped directly on players. O Acid rocket now does double damage to armor. O Knife knockback has been removed. O Players no longer join a team in the 'dead' state. Cosmetic changes: O Added Heavy Armor falling sound. O Gave each Alien a unique landing sound. O Updated Jetpack sound. O Updated LMG clip out and clip in sounds. O Updated Pistol reload sounds. O Reverted LMG firing sound back to sound from beta 4. O Updated welder idle sound to be more obvious when not welding anything. O Replaced raindrop sprites. O Added a "player joined team" messages to HUD. O Updated med-pack model. O Updated cat-pack commander menu icons to provide a consistent interface. O Friendly parasited players no longer show up in hive sight, and are no longer notified that they are parasited (Parasite still does FF damage though). O Hive locations always appears on Hive Sight. O Unbuilt hives use a different sprite for easy detection. O Commander Station always shows as closed in combat maps.
#3
Posted 21 December 2004 - 08:52 AM
#4
Posted 21 December 2004 - 09:02 AM
Quote
O Turrets now prioritize players over structures.
O Offense Chambers now priorities players over structures.
O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
O Parasite now has a different icon based on if the target was a player or a structure.
O Offense Chambers now priorities players over structures.
O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
O Parasite now has a different icon based on if the target was a player or a structure.
Quote
O Hitbox code has been much improved, so shooting through the legs of an Onos will miss, while shots on edges of models will now hit.
#5
Posted 21 December 2004 - 09:16 AM
lol Ren, I couldnt dispute between both so i went for the word that made less sense at the way it was spelled.
Bob, you mean you never replaced the vacuum sound? lol I changed it the day it came out.
Bob, you mean you never replaced the vacuum sound? lol I changed it the day it came out.
#6
Posted 21 December 2004 - 09:22 AM
Tooky, on Dec 21 2004, 09:16 AM, said:
Was to lazy! I thought about recording my vacuum and changing it to that for a joke.
#7
Posted 21 December 2004 - 10:21 AM
[AoL]Bob the Burrito, on Dec 21 2004, 09:22 AM, said:
Tooky, on Dec 21 2004, 09:16 AM, said:
Was to lazy! I thought about recording my vacuum and changing it to that for a joke.
I was minding my own business on warsong, whn Bob The BURRITO decided to take it upon himself to attach his goblin jumpercables to my nutsacks, and jumpstarted me. This was cause for great concern, as I am a zombie, and QUITE flammable. -yogi
http://armorylite.co...edenar/ozaleid/
http://armorylite.co...edenar/ozaleid/
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