<!--QuoteBegin--uranium - 235+Dec 23 2002, 11:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 23 2002, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is it just a coincidence that that means you have to fight fades/can't get fades? Spend a moment in thought about that...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> well yeah, cus as soon as the aliens have fades the marines are buggad, and if the marines are stopping aliens from getting fades then they cant do alot to get them. perhaps fades should be weakend afterall?
There's still a minor chance for survival as they can always blast their way out of siege turrets if the aliens try to them them in with defences, but generally fustrating as fades with acid rockets can singlehandedly take down whole squads of marines.
Endgame for Losing Aliens:
Long and terrible slow wasting death as skulks are hemmed in on all sides by sentry turrets, gorges prevented from building offencive chambers to hold off marine turrets due to siege turrets, without a prayer in the world of bouncing back. Often up against marines who are too chicken to just walze in and finish the job, and you have to wait until they build a siege turret to kill the last hive.
That said, I can forgive people for quitting when the game seems lost. Those last moments are generally painful for both sides. However, moreso can I forgive the aliens than the marines, as the marines do have a chance of bouncing back if they're skilled enough (and their opponents are not) while the aliens are generally doomed once turrets 2 and 3 have been turreted.
Comments
well yeah, cus as soon as the aliens have fades the marines are buggad, and if the marines are stopping aliens from getting fades then they cant do alot to get them. perhaps fades should be weakend afterall?
Endgame for Marines:
There's still a minor chance for survival as they can always blast their way out of siege turrets if the aliens try to them them in with defences, but generally fustrating as fades with acid rockets can singlehandedly take down whole squads of marines.
Endgame for Losing Aliens:
Long and terrible slow wasting death as skulks are hemmed in on all sides by sentry turrets, gorges prevented from building offencive chambers to hold off marine turrets due to siege turrets, without a prayer in the world of bouncing back. Often up against marines who are too chicken to just walze in and finish the job, and you have to wait until they build a siege turret to kill the last hive.
That said, I can forgive people for quitting when the game seems lost. Those last moments are generally painful for both sides.
However, moreso can I forgive the aliens than the marines, as the marines do have a chance of bouncing back if they're skilled enough (and their opponents are not) while the aliens are generally doomed once turrets 2 and 3 have been turreted.