Open Letter To Tsa High Command.
BlueGhost
Join Date: 2002-11-30 Member: 10337Members
<div class="IPBDescription">Regarding in the field armoury problem</div> Dear TSA High Command
I fear the asthetic designer of the standard and advanced armourys did not consider in the field problems caused by their designs.
As it stands the armoury just looks too attractive, my marines spawn and are instantly mesmerised by its good looks and sit there humping away leaving my cries of 'phase now! phase phase go go go' unheeded. Often they'll even spawn and start humping without checking for skulks, resulting in a rapid leg chewing. For most marines this is enough to break them from their beloved armoury but some will continue draging their leg (And attached skulk) in a circle around the armoury in pitiful effort to get in one last hump befor they die.
I fear for the continued sucess of my exploits against the hated alien menace without a rapid re-design of the armoury structure.
BlueGhost
nb - humping is a techincal term in common usage amongst TSA commanders to discribe the reciving of a single clip from an armoury.
I fear the asthetic designer of the standard and advanced armourys did not consider in the field problems caused by their designs.
As it stands the armoury just looks too attractive, my marines spawn and are instantly mesmerised by its good looks and sit there humping away leaving my cries of 'phase now! phase phase go go go' unheeded. Often they'll even spawn and start humping without checking for skulks, resulting in a rapid leg chewing. For most marines this is enough to break them from their beloved armoury but some will continue draging their leg (And attached skulk) in a circle around the armoury in pitiful effort to get in one last hump befor they die.
I fear for the continued sucess of my exploits against the hated alien menace without a rapid re-design of the armoury structure.
BlueGhost
nb - humping is a techincal term in common usage amongst TSA commanders to discribe the reciving of a single clip from an armoury.
Comments
Cute letter, I wish it weren't so true. My advice: build the armory far, far away from the IPs. ^^
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Recycle your armory and build it where you need your marines (On the other end of the phase in that case.) And its always good to spawn an armory where you build a phase so marines dont run out of ammo when they try to take out the hive or some OC. I hate it if a comm orders us to shoot at a hive or some chambers and forgets to give us ammo/armory for refill.
After several people asked for one, the comm informed us we didnt need an armory in his strategy heh.
Suffice to say i was sceptical but curiosty got the better of me and I decided to see how his strategy played out, basicly we lost and quite quickly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->.
just a matter of time..
just a matter of time..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hell, my problem now is that I don't take enough ammo into the fight. The upside is that when you get down to your last 12 rounds you get SUPER accurate.
just a matter of time..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hell, my problem now is that I don't take enough ammo into the fight. The upside is that when you get down to your last 12 rounds you get SUPER accurate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
oh so true. when you're low on ammo, you tend to want to make every shot count. i've annihilated 4 skulks in a row with just two lmg clips and my pistol (50/50 on the lmg, 10/10 on the pistol). now, if i had full ammo, i'd be more prone to spray and pray (wasting tons of bullets) instead of taking the more aimed shots.
however, if i leave immediately after spawning (100/20), i find that somehow i am guaranteed to survive so long i will be knifing them <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
I.E. Marines humping at the Armory too much when they need to go through the phase? Power down the Armory so it says "Commander has currently denied any further ammunition from this Armory. Request further orders for clarification."
Take this situation, if an alien is in the base chewing on some structures, no other marines are present and a recently died marine spawns:
-If the alien is a skulk/lurk/gorge the marine should have few problems killing it with the amount of ammo he starts with.
-If the alien is a fade/onos the marine would still be doomed with a large amount of ammo as he has no equipment or backup.
With more than one low level alien the situation would be different, the marine would most likely be in big trouble. Assuming he survives rapidly approaching skulks a marine with more ammo may be able to fend off an attack although generally he would meet his end at the first reload.
So most of the time the amount of ammo carried will not make much difference. I can understand that it was used to make it harder for marines to defend via respawning but most of the time it will not have much effect.
However, more ammo would reduce the marines requirements to get building, encouraging a rush and make it easier to defend against a skulk rush.
My solution would be to increase the spawn ammo for marines <i>after they have built an armory</i>. This would prevent rushes of instantly well equipped marines at the start and stop the armory humping every respawn.
That's a damn good idea, Commando. I hope that gets implemented since it's probably a very minor bit of code to accomplish.
everyonce in a while i do take that extra second to get one more clip, just so i can shoot it at half my team humping the armory, then run along and actually *gasp* use it!
Heh yes, the biggest threat to survival of the human species is the hypnotic power of the auspicious Armory. This box mesmerizes all around it with a power that exceeds Pokemon's enrapturing effects of small kids <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
No what _I_ suggest is to hang an armory dangling from a stick, and tie it to the marine's back. Thus he will constantly chase the dangling armory in his front like the donkey chases the carrot.
UNCLAS
201923Z JAN 03
FROM: TSA HICOMHQ GAMMA SECTOR
TO: COMMANDER BLUEGHOST
INFO: ALL CDRS GAMMA SECTOR
SUBJ: TSA ARMORY DESIGN
REF: YOUR 190203Z JAN 03
1. INPUT FM FIELD CDRS MOST WELCOME AT THIS HQ
2. MARINE ARMORY-HUMP PHENOMENA SUBJECTED TO INTENSIVE STUDY BY TSA PSYCH COM
3. SIGNIFICANT RESEARCH INTO ARMORY HUMP BEHAVIOR, ESPECIALLY UNDER COMBAT CONDITONS AS DESCRIBED AT REF, INDICATES THAT IT RESULTS FROM EXTREMELY HIGH STUPIDITY LEVELS, DESCRIBED AS NEURALLY OBSESSIVE ODD BEHAVIOR (NOOB), WHICH MAY BE CURABLE OVER TIME BUT IN THE SHORT RUN HAS NO KNOWN TREATMENT
4. DENIAL OF AMMUNITION TO SKILLED MARINES TO PREVENT ARMOURY HUMP BEHAVIOR BY NOOB MARINES IS CONSIDERED TACTICALLY UNSOUND AND POTENTIALLY DANGEROUS BY THIS HQ
END MSG
I vote for extra starting clip with upgraded armory (not normal one), and extra starting clip with each arms lab upgrades (i guess weapon upgrade would make the most sense here).
I prefer not just "giving out gifts" to solve problems, but involving some sort of feature integrated into gameplay.