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  • Build 299

    New build released today:
    Tweaks / Improvements

    Alien abilities have been shuffled around, and two new abilities have been added!
    Crag Hive – Crush
    Increases armor damage to structures and players by 15% when you have 3+ shells
    Shade Hive – Vampirism (replaces Phantom)
    Provides cloaking and heals your health every time you damage players with a direct attack (no spores / bilebomb)
    Lifeform specific values for life leech (at 3+ veils):
    Skulk: 14hp for bite
    Gorge: 15hp for spit
    Lerk: 2hp for spikes, 10hp for bite
    Fade: 20hp for swipe
    Onos: 40hp for gore
    Shift Hive – Silence
    This was moved from the Shade Hive to Shift, and split out from Phantom
    Makes all movement and attacks silent
    Biomass scaling has been increased for Lerk and Onos to help their survivability in late game
    Lerk has been increased from 2 to 3hp per biomass
    Onos has been increased from 25 to 30hp per biomass
    Onos Bone Shield has been revamped, and now refills armor!
    Costs 40 energy to trigger, can only be held for at most 4 seconds, and a 10 second cooldown has been added
    Regenerates 100 armor / second while in use
    Will now block 66% of damage from the front instead of 75%
    No longer saps energy while in use
    Cysts no longer die when disconnected from hive
    Cysts instead rapidly lose maturity when the chain is disconnected, making them easier to destroy. When reconnected, maturity is regained rapidly.
    Nutrient mist can be used to prevent the maturity loss.
    Contamination Tweaks
    Increased cooldown to 6 seconds (was 5)
    Bile now sprays every 2 seconds, up to 3 times, and can be stopped by destroying the pustule
    HMG has been added, to help deal with those pesky lifeforms
    Note: Sounds and art assets for HMG are temporary.
    Jetpacks now use more fuel based on a weapon’s weight
    Shotgun and Flamethrower now use 7.6% more fuel
    Grenade Launchers use 15% more fuel
    HMGs uses 130% more fuel
    Mine changes
    eHP changed to 40 (from 100)
    Cost reduced from 15 to 8
    You now get 2 mines instead of 3
    Medpacks can snap to players from a slightly larger radius, snapping already existed but previously was not shown to the commander
    Alien vision has been replaced with “Huze’s Minimal”
    Alien vision will default to On every time you spawn in
    Crosshairs have been updated with new art
    If you prefer the old ones, you can still use them by activating this mod: http://steamcommunity.com/sharedfile.../?id=686960508
    Power nodes can now be rebuilt at the same speed with a build tool as with a welder
    Wrench damage icons now show how hurt teammates are, and have an outline if you have a welder
    Dropped weapons expiration bar will now be colored based on how much time is left before it is destroyed
    Range circle indicators have been added for many alien commander abilities, as well as a secondary circle to Shifts to indicate the radius of the energy regeneration passive effect
    Mines and Welders will be highlighted and show as pickupable even if you already have one
    Dropped weapons will be picked up automatically, if you have an empty slot
    Server browser:
    Added the ping filter
    The server details window now has a short delay so users can doubleclick at the server entries wherever they like.
    The server count display is not clickable anymore and has a tooltip
    Favorites and History are now a toggle, clicking again at them while show your previous game selection
    Reduced amount Enzyme particle effects obscure view
    Death screen blood splatter effects will disappear immediately when you start respawning

    Fixes

    Fixed issue Issue with ragdolls never deleting
    Players will no longer have nutrient mist effects applied to them unless they are an embryo
    Server browser Join button should work better
    Reduce network cost of the concede cinematics slightly
    Fixed an issue where welders would build faster with E than with LMB
    Fixed that medpacks got weirdly offset when hovered over marines. It will now show where the medpack will actually spawn
    HMG is the biggest change, and hopefully will help marines more in the late game. Silence moved to shift makes sense to me, and is a good trade off between speed vs. silence which are both highly useful. Crush seems useful when going res biting in particular (and skulks can switch out upgrades for free).
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    Answers to every server question? Yes! TGNS FAQ

  • #2
    Re: Build 299

    Originally posted by aeroripper View Post
    New build released today:


    HMG is the biggest change, and hopefully will help marines more in the late game. Silence moved to shift makes sense to me, and is a good trade off between speed vs. silence which are both highly useful. Crush seems useful when going res biting in particular (and skulks can switch out upgrades for free).
    I am most excited to play more with bone shield. :)
    remi.D

    Comment


    • #3
      Re: Build 299

      Interesting. Here are some "good to know" lines that folks might miss:
      • Mine HP changed to 40 (from 100) --easier to parasite down--
      • Power nodes can now be rebuilt at the same speed with a build tool as with a welder


      Is Shade hive going to only have one ability now, and Shift hive have 3? RIP Celerity + Silence combo.

      Still eagerly waiting for Fade stab to turn into something useful.

      Comment


      • #4
        Re: Build 299

        Originally posted by Brian_NS2 View Post
        Is Shade hive going to only have one ability now, and Shift hive have 3? RIP Celerity + Silence combo.
        Shade has Aura and the new "Vampirism" which is cloaking + life steal.
        My guess is Silence is going to work similarly to how the new Crag hive "Crush" ability works, activating at 3 spurs.

        Stoked to try it all out tonight!

        Comment


        • #5
          Re: Build 299

          Hmm. Right. I don't know how I forgot about Aura.

          I'd love it if Silence was a freebie at 3 spurs and you didn't have to sacrifice Celerity for it!! Except for when I am playing on marines of course. Then it will suck.

          Comment


          • #6
            Re: Build 299

            Just took a look for myself. Crush is a third evolvable trait for Crag and Silence is now separate from Cloak and is a third option for Shift. RIP Celerity + Silence.

            Comment


            • #7
              Re: Build 299

              Originally posted by TriggerHappyBro View Post
              Just took a look for myself. Crush is a third evolvable trait for Crag and Silence is now separate from Cloak and is a third option for Shift. RIP Celerity + Silence.
              Ah, like I had assumed it would be.

              I wonder how much real effect Crush will have. Like if it will actually reduce the number of hits required to kill a marine at certain armor upgrade levels, or if it will take more than 2 seconds off the time to kill an extractor.

              I think the shade change will actually make shade an even weaker first-hive, because silence was arguably the most important part of shade ... and now it is a Shift ability.

              Comment


              • #8
                Re: Build 299

                HMGs!!!!!!!!!!!!!!!!
                sigpic

                Comment


                • #9
                  Re: Build 299

                  Do you suppose the "130%" higher jetpack fuel cost when wielding an HMG is just a typo? The other costs are tiny in comparison.

                  Comment


                  • #10
                    Re: Build 299

                    Originally posted by Brian_NS2 View Post
                    Ah, like I had assumed it would be.

                    I wonder how much real effect Crush will have. Like if it will actually reduce the number of hits required to kill a marine at certain armor upgrade levels, or if it will take more than 2 seconds off the time to kill an extractor.

                    I think the shade change will actually make shade an even weaker first-hive, because silence was arguably the most important part of shade ... and now it is a Shift ability.
                    I disagree, I think Shade got a lot stronger with Vampirism.

                    Lerk + Vampirism? +2 Hp per spike that hits. Fades get +20 HP per swipe that hits? That suddenly a very good replacement for Crag hive. I could now see Shift + Veil as a viable plan now.
                    Current game name : Lost, Phantom Thief

                    Comment


                    • #11
                      Re: Build 299

                      Originally posted by Brian_NS2 View Post
                      Do you suppose the "130%" higher jetpack fuel cost when wielding an HMG is just a typo? The other costs are tiny in comparison.
                      I suspect that there was no fuel cost to HMGs as they weren't in previous releases (or whatever), so if they're describing "relative" fuel consumption?...

                      It still doesn't math out correctly, but that's what i assumed when i saw it.
                      sigpic

                      Comment


                      • #12
                        Re: Build 299

                        Originally posted by Eternaly_Lost View Post
                        I disagree, I think Shade got a lot stronger with Vampirism.

                        Lerk + Vampirism? +2 Hp per spike that hits. Fades get +20 HP per swipe that hits? That suddenly a very good replacement for Crag hive. I could now see Shift + Veil as a viable plan now.
                        I miss a lot!! Especially with lerk spikes!

                        Even as a fade, it would take about 10 swipes to heal the damage of one shotgun hit. That is enough to kill 2 and maim another, or kill 3 marines outright!

                        Comment


                        • #13
                          Re: Build 299

                          I got the new "Crush" ability as fade last round. It seemed to do zero additional damage against armor or marines in general (I don't remember seeing anything by 75s), but I was doing 86 to structures after their armor was depleted, 25 before their armor was depleted.

                          Comment


                          • #14
                            Re: Build 299

                            I didn't get to use crush too much outside of biting RTs, where it seemed to make the most difference. I generally don't hit structures (like a PG) as fade until their armor is gone where their damage transitions to the same as a skulk bite. Got some use of HMGs tonight, and I like them a lot. Hopefully they'll get more use as people become adjusted to them.
                            Like the server? Become a regular! TGNS Required Reading
                            Answers to every server question? Yes! TGNS FAQ

                            Comment


                            • #15
                              Re: Build 299

                              Crush does not reduce the kill time on a marine, it just increases the amount of damage done to armor. It does increase chip damage, which could make some nice synergies between lerk spikes and fade. Crush is primarily a way to kill structures faster. It brings an rt from ~60 bites to ~50 bites.

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