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Messages - a civilian

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1
General / Dystopia demo
« on: September 14, 2005, 10:56:28 PM »
Quote
With the minigun you can rowkill a good 3-4 lights and mids before they get enough damage on you to tip the scales.
If the mediums and lights play smart and don't expose themselves to your fire for long, they can just pick at you around corners without taking much damage.

I know that I prefer going against miniguns to going against ion cannons.

Quote
With the rocket launcher you get your one free kill if you have a compitent shot, then you better hope that the guy was a rambo or else you are bonified screwed because you won't be shooting a heavy weapon again for more then enough time for any weapon to kill you 5 times over.
The rocket launcher is a support weapon.  Its power is to soften up a group for the rest of the team.  Or just to pick off a threat.  Either way, it requires team support.

Quote
The ion gun is great as well if you make your shots count, but I find that often it just makes the heavy vulnerable to light players since they get up on you so fast.  I'd much prefer my mini to rape anything that comes within 20 feet of me instantly.
I don't find it too difficult to fry a light before he closes on me unless he surprises me.  But yes, once they close they are somewhat more difficult to kill.

I find that the ion cannon's main weakness is getting swarmed; due to its low rate of fire it has trouble dealing with multiple targets.  I usually try to stand back from a melee and pick off the enemies that are attacking my teammates.

2
General / Dystopia demo
« on: September 14, 2005, 01:32:23 AM »
Quote
Heavy classes kill everything with thier minigun, and are pretty much useless with either other weapon,
Minigun reduces mobility so much that you can just snipe them around corners or grenade them.  I always take ion cannon as heavy.

Or maybe I just suck at the minigun.  I've just never done nearly as well with it as with the ion cannon or sniper rifle (yes, I don't find mediums useless either).

3
General / Re-Institution of Reg/RS Night
« on: September 05, 2005, 09:51:51 AM »
Correct.

4
General / Re-Institution of Reg/RS Night
« on: September 05, 2005, 12:49:30 AM »
When I played hide and seek many months ago with some other clanners, our rules/settings (or what I remember of them) were the following:
 - everyone had to set lightgamma to 4 before joining (since it has no effect if you do it after joining)
 - cheats enabled
 - every marine got a jetpack (by giveupgrade 39)
 - marines got an observatory in marine start with motion tracking researched, and aliens weren't allowed to kill it (this was mainly to alleviate boredom; you could watch the minimap to see what was happening around your teammates if your area was vacant)
 - highdamage was enabled so that once a person was found, they had little chance to escape
 - marine's couldn't attack aliens or use any weapons/items
 - aliens got two hives, movement chambers, and were free to use invul if so desired
 - normally had 2-3 aliens hunting approximately 5-9 marines, if I recall correctly (we just used our discretion to decide on the ratio of aliens to marines)
 - the aliens had to remain in the readyroom until all marines were ready (or a reasonable time limit if someone was taking too long) (this is better than making them stay in the hive as there are often good marine hiding spots in and around hives)
 - when ready, a marine would add "ready" to his name to ease counting
 - when found, a marine could stay dead on the marine team (just to spectate as there are no IPs) or join spectate
 - the round wouldn't end until all marines were found
 - the last 2-3 marines to be found would become aliens next round

We made up these rules as we went along and they seemed to work well.  The change to the alien flashlight had not yet been implemented at that time, but the current alien flashlight should of course be forbidden.

Edit: Oh and we were all on Ventrilo on the same channel, which contributed to the fun and excitement.

Edit: And apparently it was sufficiently fun that we played from around 2AM eastern to around 7AM eastern (though with some people leaving and others joining).

5
Off Topic / News of Bryan
« on: August 31, 2005, 01:37:10 AM »
Quote
Hahaha MODEL B-17?

I fly the Enola **** to school.
[snapback]53014[/snapback]
That was a B-29, was it not?

6
General / ns+mygames
« on: August 16, 2005, 06:15:02 PM »
Yes... I had to force myself to keep watching it in hope that it would get better, but the task became impossible around halfway through and I had to close it.

7
General / Mouse problems
« on: August 03, 2005, 03:12:05 PM »
You can increase m_pitch to increase your sensitivity on the vertical axis.

8
General / Whats going on?
« on: June 23, 2005, 12:48:59 AM »
Quote
The Devs don't update the community anymore, they go off "beta testing" builds and I bet the PT's dont even bother to play anymore after a build has been in testing for awhile so im sure the testing server is constantly empty too. Sometimes I just wonder if the NS devs are idle, unless there working on NS:Source or another game for unknownworlds which in that case should let the community know so people dont disembark the community because they feel the devs are dead.
The playtesters play in scheduled playtest sessions, and the developers release a new playtest build every week.

9
General / configs!
« on: March 13, 2005, 06:32:32 AM »
autoexec.cfg
Code: [Select]
exec controls.cfg
exec settings.cfg

settings.cfg
Code: [Select]
cl_autohelp 0
console 1
developer 0
+mlook
cl_himodels 0
r_mmx 1
mp_decals 32
r_decals 256
crosshair 1
cl_quickselecttime 0
hud_fastswitch 1
hud_saytext_time 5
hud_deathnotice_time 6
m_filter 0
r_detailtextures 0
voice_loopback 0
ati_npatch 0
ati_subdiv 0
cl_forcedefaultfov 0
cl_musicenabled 0
cl_musicdelay 0

fps_max 100

cl_allowdownload 1
cl_allowupload 0
cl_download_ingame 0
cl_dlmax 512

rate 25000
cl_rate 9999
cl_resend 3
cl_cmdbackup 80
cl_cmdrate 101
cl_updaterate 101
ex_interp 0.05
ex_extrapmax 1.2
cl_gaitestimation 1

cl_lc 1
cl_lw 1

cl_vsmoothing 0.05
cl_smoothtime 0.1

gamma 3
brightness 5
lightgamma 2

m_pitch 0.0009625 // 0.0009625 means 1 degree per inch per sensitivity
m_yaw 0.0009625  // for my specific mouse and windows mouse settings
sensitivity 75  // and for an fov of 90 degrees
m_side 0.8
controls.cfg
Code: [Select]
unbindall

// Movement
alias forward_move "+forward"
alias forward_stop "-forward"
alias +forward_standard "forward_move"
alias -forward_standard "forward_stop"
bind uparrow forward_move
bind e "+forward_standard"
bind d "+back"
bind s "+moveleft"
bind f "+moveright"
// Jump
alias 1jump "+jump; wait; -jump; wait"
alias +3jumps "+moveup; 1jump; 1jump; +jump"
alias +5jumps "+moveup; 1jump; 1jump; 1jump; 1jump; +jump"
alias -3jumps "-moveup; -jump"
alias -5jumps "-moveup; -jump"
alias jump1 "alias +jump_ +jump; alias -jump_ -jump; alias jumpswitch jump5; echo 1"
alias jump5 "alias +jump_ +5jumps; alias -jump_ -5jumps; alias jumpswitch jump1; echo 5"
jump5
bind "\" jumpswitch
bind "SPACE" "+jump_"
bind mwheelup +jump
bind mwheeldown +jump
// Crouch
alias crouch_on "+duck; alias toggle_crouch crouch_off"
alias crouch_off "-duck; alias toggle_crouch crouch_on"
alias +crouch "crouch_on"
alias -crouch "crouch_off"
bind "SHIFT" "+crouch"
bind leftarrow "crouch_on"
// Walk
bind "z" "+speed"

// Weapon
alias attack_on "+attack"
alias attack_off "-attack"
alias +attack_standard "attack_on"
alias -attack_standard "attack_off"
bind mouse1 "+attack_standard"
bind downarrow attack_on
bind mouse2 "slot1"
bind w "slot2"
bind r "slot3"
// Slot 4
alias slot4welder "weapon_webspinner; weapon_primalscream; weapon_divinewind; weapon_charge; weapon_acidrocketgun; weapon_welder"
alias slot4grenade "weapon_webspinner; weapon_primalscream; weapon_divinewind; weapon_charge; weapon_acidrocketgun; weapon_grenade"
alias slot4mine "weapon_webspinner; weapon_primalscream; weapon_divinewind; weapon_charge; weapon_acidrocketgun; weapon_mine"
bind g slot4
bind h slot4welder
// Numbers
bind 1 "slot1"
bind 2 "slot2"
bind 3 "slot3"
bind 4 "slot4"
bind 5 "slot5"
bind 6 "slot6"
bind 7 "slot7"
bind 8 "slot8"
bind 9 "slot9"
bind 0 "slot10"
bind mouse4 "+reload"
bind mouse5 "impulse 3" // drop weapon

// Gorge
bind x "impulse 91" // Offense Chamber

// Communication
bind backspace "+voicerecord"
alias voiceon "bind capslock +voicerecord; alias voiceon_toggle voiceoff; echo Ingame Voice ON"
alias voiceoff "unbind capslock; alias voiceon_toggle voiceon; echo Ingame Voice OFF"
voiceon
bind "=" voiceon_toggle
bind capslock "+voicerecord"
bind u "messagemode2"
bind y "messagemode"
bind b "impulse 9" // Taunt / Need Backup
bind v "impulse 7" // Follow Me / Chuckle
bind c "impulse 8" // Covering / Need Healing
bind q "impulse 11" // Need Ammo / Attack
bind a "impulse 10" // Need Medpack / Incoming

// Scores
bind tab +showscores

// Miscellaneous Useful
bind ctrl "+popupmenu"
bind m "+showmap"
bind o "impulse 201" // Spray Logo
bind alt kill
// Flashlight
bind t "impulse 100"
// Use
alias use_on "+use"
alias use_off "-use"
alias +use_standard "use_on"
alias -use_standard "use_off"
bind mouse3 "+use_standard"
bind rightarrow "use_on"

// Teams
alias marineteam "exec marine.cfg; jointeamone"
alias alienteam "exec alien.cfg; jointeamtwo"
bind "F1" "marineteam"
bind "F2" "alienteam"
bind "F3" "autoassign"
bind "F4" "readyroom"
bind "F5" "spectate"

// Other
bind "`" "toggleconsole"
bind "~" "toggleconsole"
bind "ESCAPE" "cancelselect"
bind "F12" "crosshair 0; wait; snapshot; wait; crosshair 1"
bind pause "pause"
alias musicstart "cl_musicenabled 1; nexttrack"
bind "ins" musicstart
bind "del" "cl_musicenabled 0"
alias cleartext_stopsound "stopsound; hud_saytext_time 0; wait; hud_saytext_time 5"
bind n cleartext_stopsound
alias r "retry"
alias null
alias impulses "exec impulses.cfg" // this is an impulse list
alias enablescripts "exec controls.cfg;currentcfg"
alias disablescripts "exec scriptless.cfg"
bind home "enablescripts;fix"
bind end disablescripts
bind pgup auth // Icon off

alias fix "-lookup; -lookdown; -left; -right; -forward; -back; -moveleft; -moveright; -moveup; -movedown; -duck; -speed; -jump; -attack; -use; -reload; -popupmenu; -showmap; -showscores; -voicerecord"

// Bug fix
alias slotbug "record temp_bugfix;wait;stop"

// Server Plugins
bind "/" "say /stuck"
bind "[" "say timeleft"
bind "]" "say nextmap"
scriptless.cfg
Code: [Select]
echo "SCRIPTS DISABLED"
bind space +jump
bind shift +duck
bind mouse3 +use
bind e +forward
bind mouse1 +attack
bind F12 snapshot
-duck
marine.cfg
Code: [Select]
echo "MARINE CFG LOADED"
sensitivity 60 // 60 degrees/inch

alias 1jump "+jump; wait; -jump; wait"
alias +3jumps "1jump; 1jump; +jump"
alias +5jumps "1jump; 1jump; 1jump; 1jump; +jump"
alias -3jumps "-jump"
alias -5jumps "-jump"

bind q "impulse 11" // Need Ammo / Attack
bind a "impulse 10" // Need Medpack / Incoming

alias currentcfg "exec marine.cfg"

//bind F6 "exec commander.cfg"
alien.cfg
Code: [Select]
echo "ALIEN CFG LOADED"
sensitivity 90 // 120 degrees/inch for skulk and gorge, 90 for fade (and lerk?), 80? for onos

alias 1jump "+jump; wait; -jump; wait"
alias +3jumps "+moveup; 1jump; 1jump; +jump"
alias +5jumps "+moveup; 1jump; 1jump; 1jump; 1jump; +jump"
alias -3jumps "-moveup; -jump"
alias -5jumps "-moveup; -jump"

bind q "impulse 11" // Need Ammo / Attack
bind a "impulse 10" // Need Medpack / Incoming

alias currentcfg "exec alien.cfg"

// Class
bind F6 "exec gorge.cfg"
//bind F7 "exec lerk.cfg" //placeholders
//bind F8 "exec fade.cfg"
gorge.cfg
Code: [Select]
echo "GORGE CFG LOADED"

alias currentcfg "exec gorge.cfg"

exec alien.cfg
bind a "impulse 90" //RT
bind q "impulse 95" //hive

10
General / Marine tricks
« on: March 03, 2005, 03:08:15 PM »
The jumping, both forward and back, is most likely "glidejumping".  To glidejump forward, hold forward and a strafe key, and turn (move the mouse) in the direction that you're strafing.  This will increase your speed; then you jump after reaching a good speed.  To get a good speed, you'll need to experiment with different turn rates and distances.  (To see your speed, set cl_showspeed to 1.  Note that this will require sv_cheats 1.)  Glidejumping backward is essentially the same, but is done with only a strafe key because +back moves too slowly.  To glidejump backward, hold a strafe key while turning in the opposite direction of the strafe, and then jump.

Read this (and this along with it) for a rather thorough explanation of pretty much every physics quirk in the HL engine (though I don't believe it mentions wigglewalking).


The trick to knifing is to surprise the enemy with it.  In other words, don't just run at a skulk while slashing the air.

11
General / OMG NS RIP-OFF!
« on: January 10, 2005, 10:49:31 PM »
It's clearly SNiperMarine.

Edit: http://snipermarine.tripod.com/index.html

Oh, and by the way, I'm pretty sure that Ronald on the NS forums is SNiperMarine.

12
General / Hi everyone, this is CWAG.
« on: January 05, 2005, 06:44:06 PM »
Quote
How do you tell the map from a black screenshot?
I suppose you had to have known the 1.04 version of Lost to know the secret of the skybox image, as it doesn't seem to have been visible from any window on the map in any later version.

TAK didn't add the "SUYF" to the image.  Take a look at \ns\gfx\env\lost_lf.tga (if you have a program capable of viewing targa bitmaps).

13
General / Detailed Map Strategies - Tanith (ns_tanith)
« on: January 03, 2005, 03:37:44 PM »
Quote
rad, I know 91 is oc, but impulses for other chambers would be nice
[snapback]37828[/snapback]
impulse 90 - Build Resource Tower
impulse 91 - Build Offense Chamber
impulse 92 - Build Defense Chamber
impulse 93 - Build Sensory Chamber
impulse 94 - Build Movement Chamber
impulse 95 - Build Hive

14
General / Detailed Map Strategies - ns_nothing
« on: January 03, 2005, 02:39:08 PM »
Quote
Chances are, by the time you have the Arms Lab with several upgrades and Proto Lab, you will have phase gates in MS and other locations which Marines frequent. Therefore, you can simply order a few marines to phase back to base and kill whoever is attacking.
Also, late in the game, you won't have skulks attacking your base; fades and onos are more probable, so getting out of the chair won't work well against them. Beaconing or phasing in is a better choice.
Losing the arms lab is a large blow even (and in terms of resources, especially) in the early game.  Late in the game, higher lifeforms in base obviously warrant the team's attention, but if it's a lone skulk, it might not be worth the time of another marine if none are readily available.  Also, you can drop yourself an HMG to ward off fades.

Quote
Mine or two is 2.5 or 5 res, and you have to replace it each time someone comes. Welder costs 5 res, and it shuts that vent forever. Besides, welder can also be used to weld field marines.
In terms of resources, the welder is more efficient, yes.  But placing a mine or two in the vent takes no time at all, whereas sending a marine with a welder takes a significant amount.

In an 8 vs 8, though, it might not matter so much (as opposed to 6 vs 6 clanplay).

15
General / Hi everyone, this is CWAG.
« on: January 03, 2005, 02:31:42 PM »
Lost, obviously.

16
General / Detailed Map Strategies - ns_nothing
« on: January 03, 2005, 01:31:03 PM »
If you relocate to power silo, don't build base inside the room.  It is far too fade- and lerk-friendly, and if the aliens get two hives, the base is pretty much lost unless you have jetpacks.  Bile bomb is also the reason you shouldn't seriously lock down power silo from the inside if the aliens have a chance of getting two hives.

That viaduct relocation spot is unrealistic other than as a 'fun' relocation.

Placement of the tech structures behind the command console in marine start does have advantages, but it also precludes the possibility of getting out of the chair yourself to take out attackers.  Generally, you want to place any important structures far from the command console if you are sufficiently confident in your ability that you would jump out to save structures.

Welding the vent behind marine start isn't really that important.  It's much easier to just put a mine or two in the vent, and a skulk can almost as easily come into the base through pipe room.

If you relocate to cargo bay, you should place a climbable structure such as an armory or arms lab next to the vent entrance so that the vent is accessible to the marines.  Fail to do so and you'll be harassed through that vent constantly.

17
General / An NS Manual
« on: January 03, 2005, 01:01:16 PM »
There isn't much need for such extreme precision in the manual.  All that is needed are values that are reasonably accurate, as opposed to the approximately 0.52 factor inaccuracy of the current values.

18
General / An NS Manual
« on: December 31, 2004, 03:06:47 PM »
Rounding errors, most likely.  If I were to test every FPS setting, I'd likely find a pattern similar to the one described here (scroll down).

19
General / An NS Manual
« on: December 30, 2004, 10:21:34 PM »
Perhaps, but the attack rates are, nonetheless, undoubtedly affected by framerate.  See my above tests.  I was testing time taken to destroy a structure, which is entirely animation independent.

20
General / An NS Manual
« on: December 29, 2004, 03:54:46 PM »
Quote
Ah, yes, the ROF issues, I got a dev's response, and it was that the animation is FPS based, but the ROF numbers are correct in the balance.txt.
[snapback]37447[/snapback]
I'd think that I've played long enough to know that the animation is synchonized with the attacks.  It would be pretty obvious if it wasn't.  In any case, though, I tested, on an internet server, the time to kill a structure at different framerates.

The results, with framerate (FPS) in the first column and time (seconds) in the second:

adren bite vs RT
20 - 32.1
22 - 32.8
40 - 33.5
100 - 32.7

HMG vs movement chamber
20 - 5.4
22 - 9.7
31 - 6.8
35 - 5.9
40 - 7.9
50 - 6.4
75 - 6.3
100 - 6.0

The difference is much greater in the weapon with a high rate of fire, thus indicating that the rate of fire differences are due to small rounding errors.

Quote
but the ROF numbers are correct in the balance.txt.
Even disregarding the effect of framerate changes, the numbers in Balance.txt are far from correct.

Example:

Balance.txt gives the rate of fire of bitegun as 0.80.  Assuming this is in seconds, the bitegun should attack 1.25 times per second.

A marine resource tower has 6000 health.  A skulk bite does 75 damage.  That means that the RT takes 80 skulk bites.

The average amount of time to kill the RT as a skulk in the above tests was 32.8.  Thus, 79 skulk bites take 32.8 seconds (the first bite can be disregarded because it is instant).  Divide by 32.8, and we get approximately 2.4 skulk bites per second, or 1 bite every .42 seconds, approximately.  This is far from the value given in Balance.txt.

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