Newbie Tip : Gorges Can Open Some Welded Vents
Alien_Bob
Join Date: 2002-11-11 Member: 8185Members
There are two types of weldable vents. The ones that close vertically, and ones that close by two plates coming together diagonally.
This is often overlooked, but if you're a gorge remember that *diagonally closing* vents that have been welded shut can be <b>opened</b> with a single shot of gorge-spit, which will give the marines a nasty surprise when fades start pouring in through what they thought was a safe vent.
This is often overlooked, but if you're a gorge remember that *diagonally closing* vents that have been welded shut can be <b>opened</b> with a single shot of gorge-spit, which will give the marines a nasty surprise when fades start pouring in through what they thought was a safe vent.
Comments
Also, I *do* believe this was not intended by mappers and I *do* believe you should consider it bug exploiting to say, reopen the vent into marine spawn on Bast.
Sorry for the harsh words, it's just that this is so widespread I felt it necessary to set the facts straight.
Also, I *do* believe this was not intended by mappers and I *do* believe you should consider it bug exploiting to say, reopen the vent into marine spawn on Bast.
Sorry for the harsh words, it's just that this is so widespread I felt it necessary to set the facts straight.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You <span style='color:blue'>***Dirty mouth, eh?***</span>. ONLY Gorge spit does this. Try it yourself. BTW, it is not a bug or expliot it is part of a map.
Get over it.
Now, do try it out before busting my nuts.
Also, I disagree with your bug/exploit statement, I *believe* it is to be regarded as a map bug/map exploit. Any others with an opinion on this?
And with the size, one person at a time most likely could chew it, so thats a good time killer.
As for it being an exploit, why should marines be able to open up any area they want, or lockdown all vents, I think all vents should be breakable, but with a great deal of time and damage needed. In caged marines can open up an entire coridoor with a welder but the aliens cant close/seal it up. (web sure but one welder negates that, or even 1 marine) Also in Hera they can weld open doors and vents and almost anything.
Two points:
What I claim is that the way destroyable vents will crumble after a few parasite shots is unintentional. The whole add tons of health to welds suggestion sounds good, supposing you make it possible to crumble it with melee weapons, make it possible to repair damaged welds, and give it a whole heap of hitpoints. I'm talking five command centers worth of hitpoints.
I think the welder is a species-specific feature, much like wallwalk, which is there to help the marines keep the Kharaa at bay. Now, welding is not free of risks. In fact, as it is now, it takes longer to weld, and you have to be up close, facing a wall, than it takes to smash the weld open, leaving it forever unweldable.
This isn't keeping the Kharaa at bay... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
First, the weldeables on Bast, and as far as I know <i>only</i> on Bast, are breakable. They've all got 5000 hitpoints, which is why it takes centuries to open them with melee. A bug in the weldeable code does, however, make them *more* vulnerable to ranged attacks.
Using this can't really be considered an exploit, the mappers wanted those weldeables to be breakable, after all, but it'd be fair not to use this too often.
Now, you say there's a bug in the weldable code making the welds go down in seconds instead of minutes with ranged weapons yet you do not consider using this bug bug exploiting?