Design Team, I Have To Know.

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Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited December 2002
    <!--QuoteBegin--Wheatevo+Dec 23 2002, 03:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wheatevo @ Dec 23 2002, 03:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Those changes should take a large bit of testing... Try not to rush this patch, dev team.

    / Wheatevo<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They sure as hell diddnt rush the release, that's for sure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander)

    Seige range reduced.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Wewt.
  • abbazababbazab Join Date: 2002-12-20 Member: 11250Members
    I dont believe that the gates cause the game to be unbalanced. With proper coordination, any team can be unstoppable, be it marine or alien. Sure, marines can teleport from A to B. The aliens can run like flaming little gerbles!
    Also: the marines have to initially GET to the point, and HOLD the point long enough to build a phase gate. Once the gate is built, it must be guarded; the gate has very little armor, a skulk can take it in about 15-20 seconds.

    Big teams make no big difference. So there are 8 marines in a group and 3 at the base, well that means you have at least 9 skulks buzzin around. Point being: X marines vs X skulks = X dead marines. The skulks just have to be as coordinated as the marines. (a trickle of skulk... skulk... skulk... skulk... is just gonna boost the marines morale, as you will be getting cut up one at a time)

    I have a little more to say, but all this ranting of NS has given me a craving...

    I have to go kill...

    im gonna be an alien...

    and kill...

    -abbazab
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    <!--QuoteBegin--abbazab+Dec 22 2002, 11:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (abbazab @ Dec 22 2002, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I dont believe that the gates cause the game to be unbalanced. With proper coordination, any team can be unstoppable, be it marine or alien. Sure, marines can teleport from A to B. The aliens can run like flaming little gerbles!
    Also: the marines have to initially GET to the point, and HOLD the point long enough to build a phase gate. Once the gate is built, it must be guarded; the gate has very little armor, a skulk can take it in about 15-20 seconds.

    Big teams make no big difference. So there are 8 marines in a group and 3 at the base, well that means you have at least 9 skulks buzzin around. Point being: X marines vs X skulks = X dead marines. The skulks just have to be as coordinated as the marines. (a trickle of skulk... skulk... skulk... skulk... is just gonna boost the marines morale, as you will be getting cut up one at a time)

    I have a little more to say, but all this ranting of NS has given me a craving...

    I have to go kill...

    im gonna be an alien...

    and kill...

    -abbazab<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You're SO wrong, big games have a hugh difference due to the slow alien respawn, in a 12VS12 game usually about 30-50% of the aliens are dead at any given time... resulting in it acutally being 12VS8 to 12VS6 on most 24 player servers.
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