The Fire Room

Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
edited December 2002 in NS General Discussion
<div class="IPBDescription">at ns_bast</div> *Known eploit, just making sure everyone else doesn't know*

Comments

  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    edited December 2002
    *Known eploit, just making sure everyone else doesn't know*
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    I sense some abuse on this map coming.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    yeah, its really a bug, iguess..
    but the fact is that u can build throu walls.. so Flay should code something so u cant build throu walls.. thats all.
  • MorrikMorrik Join Date: 2002-11-11 Member: 8247Awaiting Authorization
    Talk about bad news for the Feedwater hive...
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    phase gate in the fire room and outside lol, now the marines can traverse with ease!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I would expect to see a big fat trigger_pwn in there with the next client patch. (:
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    edited December 2002
    i didnt even know there was a "fire room", i guess im not very observant
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--coil+Dec 15 2002, 05:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Dec 15 2002, 05:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would expect to see a big fat trigger_pwn in there with the next client patch. (:<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree coil, a trigger_hurt 5000000000000 should take care of that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    That, and a nobuild brush too.
  • XpanderXpander Join Date: 2002-11-01 Member: 2535Members
    You know, it's as if there isn't ENOUGH siege exploit points in that map...
  • borbilborbil Join Date: 2002-11-01 Member: 2071Members
    Yep, but until then its our responsibility as gamers not to abuse this trick. As interesting as it may be i think you should have gone to the DEV team with this first because now, people are going to try it, i just hope they dont succeed because we will be in a world of lame.


    Jack Fenris. Out.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    i wont use it.. and what commander will make his teammates acctually BUILD A CC THERE??!?!?
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    I think you're missing the point Dauntl3ss..

    You don't need to build a cc/inf portal.. You can easily build a phase gate through the wall, and achieve the same effect. Bast is just siege gun heaven <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I find in many maps there are still minor clitches in them. In some cases I wonder if setups were done for a reason, i can drop a medpack on a ledge but not a turret as it slnks into the floor...intersting. Plus the number of areas to deloy siege weapons...which in some cases is very evil. I have even seen a couple TF built on walls like on Bast in the steam generator room...which if nothing else is intersting placement.

    Hopefully the addition of new maps and continued feedback and tweeking should fix any issues we players may have.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    edited December 2002
    oi, man... i forgot :\ sorry, reporting this thread to forum admin now..
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    bast is broken, we know this

    it takes I think sieges to control EVERY RP on the map, now that just ainyt good, not to mention other exploits in Bast, the map is just way too small, bah /me liked bast
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Remove seiges from bast, and give the marines a double node in base and bast might just be playable.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    umm, no

    sieges are part of the game, removing them would SERIOUSLY hamper the marines (2x node or not)

    basicaly either bast needs to be tweaked or about 5 pixels need to be removed from the range of the siege (that will stop the siege from base)

    meh, personaly I just have stoped playing bast unless I am on a lan and we all agree not to exploit
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i think bast is the best looking map. too bad because of the weird nature of Natural Selection (i'm talking about the existence of siege cannons) it is not suitable for play and ends up being taken out of the mapcycle on some servers.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Thanks for the heads up, but we know of this already. And since we don't want everyone else trying to figure it out...
    <b><span style='color:green'>**PARALYZED**</span></b>
This discussion has been closed.