<!--QuoteBegin--Nicator+Jan 6 2003, 09:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nicator @ Jan 6 2003, 09:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While fades aren't that overpowered on their own, lerk + fade combo is just so sweet. The lerk is damn good on its own versus lmg/la marines, but teaming up with a fade for umbra is great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Quiet! Don't give the aliens any ideas! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
someone posted the midgame being unfair. Then proceeded to call the marine midgame HA/HMG with level 3 upgrades... That's endgame, kiddo.
midgame gives up upgrades and maybe jetpacks, or a whole bunch of HAs, you can't afford to do both midgame, if you can, you're cheating, or you've confused midgame with endgame.
Same is true for fades. Any marine in his right mind and time to spend in the queue can force a fade to run back to a def node if he has carapace, or perhaps even kill one that doesn't have carapace if he has any upgrades whatsoever. The first armor upgrade for marines really makes a big difference when fighting acid sprays, with the 2nd helping tremendously. It's almost like giving all of your marines the alien's carapace upgrade. That or you can give one a huge turtle-shell of an armor upgrade called ha. Personally I'll upgrade all of my marines twice before risking all of that money on ONE llama.
Fades do ok, work GREAT in teamwork and are almost unbeatable if you can get 3 fades to work together. Silence and celerity do great things for support fades, and adrenaline works perfect for your "gunner" fade.
2 marines with good accuracy will rip a fade to shreds in less time than it take him to crap in his pants, if you guys work together. The only time this will fail is if he's standing near a def chamber, in which case the marines messed up, anyways.
The best solution for people who can't kill fades would be to never let them turn into fades. It takes knowledge of the game to beat the higher level aliens, as it does to defeat HA marines.
As soon as HA turns into a midgame ability, no aliens will ever stand a chance against a team of marines worthy of being called a team. //appparantly I don't go to sleep when I should, I hope this is my last post.
It's not really the fact that they are as strong as a HMG and Heavy armor... its the fact that if its fades vs. turret factory and turrets its complete bull ****. I mean all defences are pretty much ****, you think about it the fades rockets go farther then turret range, they do splash dmg and the fact that fades have hell of a lot of hp and armor and regen
<!--QuoteBegin--Sirus+Jan 6 2003, 02:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Jan 6 2003, 02:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some people use Regen, I use it when i'm doing renaissance, (taking out outposts alone etc.) Regens a must at those times.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I love it when aliens take regen, it tells me where they are at, buhahah.
One time I got called a hacker for it lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--biodecay+Jan 6 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (biodecay @ Jan 6 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Jetto+Jan 7 2003, 02:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jetto @ Jan 7 2003, 02:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We were playing the map...crap how do I say this, there is a room with two resorce nodes. This is where we met them. They had maybe two turrets there, not counting a seige turret. There were maybe three or four guys there, nothing five fades can't handle, right?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> You're probably talking about Atmospheric Processing in ns_caged (feedwater, engine & refinery hives), or holo room in ns_hera (data proc, vent, archiving hives), or fusion reactor in ns_nothing. (has water @ double point)
<nods> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> err.. you got all your stuff messed up. Double nodes are as followed: Bast: Atmospheric Tanith: Reactor Room Hera: Holo Room and on caged there is sorta a double node.. its in freight room.
<!--QuoteBegin--Boy Wonder+Jan 6 2003, 07:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boy Wonder @ Jan 6 2003, 07:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's not really the fact that they are as strong as a HMG and Heavy armor... its the fact that if its fades vs. turret factory and turrets its complete bull ****. I mean all defences are pretty much ****, you think about it the fades rockets go farther then turret range, they do splash dmg and the fact that fades have hell of a lot of hp and armor and regen<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Hey, at lv. 1 aliens can hardly deal with turrets, the same goes for lv. 1 marines, yet at lv. 2 both aliens and marine rip right through structures.
I don't recall ever reading where damage is ever NEGATED utterly and completely. The manually clearly states that armor obsorbs a certain percentage of damage, the rest is taken off of their HP.
I'm not at home, so I can't check the manual, I'm relying on what people are telling me, but I too assumed carapace only increased the level of armour protection before being taken off of the health.
The whole POINT of carapace is that it actually *negates* a part of the damage. Unless you're using guerilla tactics or have some anti-DC gorgs, you're better off with Carapace then Regen most of the time.
The trouble with upgrading marines is that it is so damn hard to keep resources nodes. With fewer resources aliens hit midgame much faster, thus the idea of thr marine rush when the teams are more even. As a fade I can usually take down 5-6 marines without armor and 2-3 with HA before I get killed, and I openly admit I stink at this game. If splash damage was reduced to 1/4 against structures I might be inclinded to think it a bit more balanced. Since marines can't heal without commander and have no idea when a structure is under attack, the aliens have built in advantage. It is much easier to defend resources when you know they are under attack.
maybe not bad shots, but maybe bad strategists? I find it hard to believe that a clan would sit and watch a fade tear them up :/ Did you get him on the next pass?
The biggest difference between clan play and pub servers is that you guys are supposedly better at teamwork (therefore better strategists). Shooting better only helps if he's standing in front of you, not spamming you from around a corner (but I tend to get shot through walls, so I still don't see how that's a problem)
Comments
Quiet! Don't give the aliens any ideas! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
That's endgame, kiddo.
midgame gives up upgrades and maybe jetpacks, or a whole bunch of HAs, you can't afford to do both midgame, if you can, you're cheating, or you've confused midgame with endgame.
Same is true for fades. Any marine in his right mind and time to spend in the queue can force a fade to run back to a def node if he has carapace, or perhaps even kill one that doesn't have carapace if he has any upgrades whatsoever. The first armor upgrade for marines really makes a big difference when fighting acid sprays, with the 2nd helping tremendously. It's almost like giving all of your marines the alien's carapace upgrade. That or you can give one a huge turtle-shell of an armor upgrade called ha. Personally I'll upgrade all of my marines twice before risking all of that money on ONE llama.
Fades do ok, work GREAT in teamwork and are almost unbeatable if you can get 3 fades to work together. Silence and celerity do great things for support fades, and adrenaline works perfect for your "gunner" fade.
2 marines with good accuracy will rip a fade to shreds in less time than it take him to crap in his pants, if you guys work together. The only time this will fail is if he's standing near a def chamber, in which case the marines messed up, anyways.
The best solution for people who can't kill fades would be to never let them turn into fades. It takes knowledge of the game to beat the higher level aliens, as it does to defeat HA marines.
As soon as HA turns into a midgame ability, no aliens will ever stand a chance against a team of marines worthy of being called a team. //appparantly I don't go to sleep when I should, I hope this is my last post.
What I mean to say is that it's not standard, wonderboy
NAME IS BOY WONDER NOT WONDER BOY.
Not, standard? standard to what? What do you mean by standard?
I love it when aliens take regen, it tells me where they are at, buhahah.
One time I got called a hacker for it lol
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
You're probably talking about Atmospheric Processing in ns_caged (feedwater, engine & refinery hives), or holo room in ns_hera (data proc, vent, archiving hives), or fusion reactor in ns_nothing. (has water @ double point)
<nods> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
err.. you got all your stuff messed up. Double nodes are as followed: Bast: Atmospheric Tanith: Reactor Room Hera: Holo Room and on caged there is sorta a double node.. its in freight room.
Hey, at lv. 1 aliens can hardly deal with turrets, the same goes for lv. 1 marines, yet at lv. 2 both aliens and marine rip right through structures.
-Lee
The whole POINT of carapace is that it actually *negates* a part of the damage. Unless you're using guerilla tactics or have some anti-DC gorgs, you're better off with Carapace then Regen most of the time.
If splash damage was reduced to 1/4 against structures I might be inclinded to think it a bit more balanced. Since marines can't heal without commander and have no idea when a structure is under attack, the aliens have built in advantage. It is much easier to defend resources when you know they are under attack.
im never playing a clan game on the other teams server wehn they r admins agaain........
The biggest difference between clan play and pub servers is that you guys are supposedly better at teamwork (therefore better strategists). Shooting better only helps if he's standing in front of you, not spamming you from around a corner (but I tend to get shot through walls, so I still don't see how that's a problem)