Tip For The Commanders.

CayCay Join Date: 2002-11-12 Member: 8329Members
Ok, Sorry I cant remember the map =( but the one with the rotateing door by the main station.

PLEASE GOD PUT TURRETS INFRONT OF THE DOOR.

Come on its one of 2 entrances to your base and one of the only positions where fades cant run/hide because the door is uber slow.

Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    That would be ns_bast, and I completely disagree with you...

    But only because I ALWAYS play as aliens on that map, and just love being able to go on the turntable, walk up an undefended corridor, and have an open window into the cc so close I can easily avoid any and all turrets in the middle of the room.

    Once in that room (if I have lvl3 cloaking), you will not get me out unless you have a grenade launcher, and that wont happen because I will keep munching on your CC and eating your commander too when he pops out.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    in bast...if you don't control that afk junction early on and leave it for the aliens...your in trouble and have probably lost period. I tend to put turrents there simply because I don't have a choice at the time. As is it doesn't matter, the aliens all head thruogh the vent and bile bomb and gas your spawn...at which point just keep waiting for the onos rush...because it's all over then.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Marines are too good on bast. Turtling the turntable, putting towers right next to the elevator, and welding the vent shut makes your team hold out vs anything. The aliens cannot bile bomb the marines welding the only turrets that can be attacked at the top of the elevator. The vent turns useless for aliens, and the same with the turntable, as the fades cannot do hit and runs.
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