Plea To Server Admins
Zenn
Join Date: 2003-02-01 Member: 12970Members
<div class="IPBDescription">Remove Nancy from the rotation</div> I'm sick of seeing ns_nancy won to the JP rush EVERYTIME because the person who created it, saw fit to include basicly INVINCABLE locations to kill all 3 hives from. Its a boring map, the marines win EVERYTIME, its was poorly created.
I plead to the admins of the servers to REMOVE Nancy from the rotation, its boring.
Personally, when I see the BAR in the RR, I'm hitting ~quit.
BTW Edit- The number of people on the map doesn't really matter, it seems even in 5v5 the marines win EVERYTIME to Rambo JPers. In 9v9 or higher, its just worse.
I plead to the admins of the servers to REMOVE Nancy from the rotation, its boring.
Personally, when I see the BAR in the RR, I'm hitting ~quit.
BTW Edit- The number of people on the map doesn't really matter, it seems even in 5v5 the marines win EVERYTIME to Rambo JPers. In 9v9 or higher, its just worse.
This discussion has been closed.
Comments
I hope you die. Ns_nancy is my favorite map.
As it stands, its just poorly designed.
But it's good and extremely clostrophobic (sp?) and it was the first map I played marines on!
You can't deny the cheapness of the vents at ALL the hives.
Remove Nancy from rotation.
You can't deny the cheapness of the vents at ALL the hives.
Remove Nancy from rotation. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
tanith seems marine biased more so to me personally due to extremely open areas and the many routes of attack the marines can take which will severely detriment the aliens in all ways. Not just a jp rush, tanith is indeed awkward to hold as aliens and will give the marines lots of $$$$ to make you <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--><!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--><!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--><!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'm much more a fan of HA. I had a team of HA take out 4 fades and prolong the game for another 15 mins. Then they died and we lost...
How is the JPer with a HMG in Noname/Subspace/or Port fair? They can SIT in the vent, basicly 95% safe from death, and shoot the hive to death in seconds! Thats fair??
No amount of skulk rushes, OCs, or DCs under the hive is gonna stop its death. Until 1.1, it needs to be removed.
If you don't have two hives up then, well, that's your fault.
How is the JPer with a HMG in Noname/Subspace/or Port fair? They can SIT in the vent, basicly 95% safe from death, and shoot the hive to death in seconds! Thats fair??
No amount of skulk rushes, OCs, or DCs under the hive is gonna stop its death. Until 1.1, it needs to be removed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1, you can send a skulk around them.
2, you can shoot them at their camping spot which will take approximately 3 seconds to kill the marine if he stays (lerk spine)
EDIT: HMG/JP rushes are only useful in larger numbers, which would negate the possible use of the vent as it is only 1 person wide. If you dont have defenders in prep you should die regardless because you ARENT defending.
If you don't have two hives up then, well, that's your fault. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
HMG to face > Leap
Also, its hard to get the 2nd hive up when its 90% done, the first JPers are rolling in to take it out. Seeing as how Hives take nearly 15 minutes to get up and alive (yeah, thats wrong, I don't care, it seems like HOURS to me), and even if it IS alive, once it IS, it takes another 15 minutes for SOMEONE to get 54 res to go fade (the <b>ONLY</b> way to really fight back is with a Fade or two). By then, both hives are dead.
True, its hard to shoot the Port hive from the vent, which is why its usually the last to die, but that doesn't mean its not possible.
How is the JPer with a HMG in Noname/Subspace/or Port fair? They can SIT in the vent, basicly 95% safe from death, and shoot the hive to death in seconds! Thats fair??
No amount of skulk rushes, OCs, or DCs under the hive is gonna stop its death. Until 1.1, it needs to be removed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1, you can send a skulk around them.
2, you can shoot them at their camping spot which will take approximately 3 seconds to kill the marine if he stays (lerk spine) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1: skulk around them rarely works, since they'll have MT and see you coming miles away, even if DO get there, the hitbox problem means they'll kill you first.
2: Someone is forgetting COMM spam. Which the comm of course DOES, cause he wants those rambos to take it down too.
It's very hard to accomplish this actually. You would need to sacrifice the Defense chambers and all offense chambers. Which of course makes a 2 hive lockdown a joke. Rock and a hard place.
Not really....
Aprx time to get the first JPers in the air (no HMGs yet) if done correctly, without anything else. Is about 5-6 minutes with 2-3 res towers and about 5-6 players on your team.
1 IP, Armor, Res Tower...defend, save for Arms, build arms (can be done 2 minutes into the game), save for Proto, Place proto (takes about another minute), recycle arms, research JP (this is quick, since recycling the arms gives back about 20), give JPs.
Then you just upgrade Armory while they are out (have some defenders), and get'em HMGs and such ASAP. Its pretty rare to see the 2nd hive going up 6 minutes into the game.
If you've been capping enouhg nodes, fades can appear about 5 minutes after the hive goes up. and don't forget. UMBRA is avaialble as soon as the hive goes up.
The point is this people-
The vent locations in Nancy make the hives too easy to kill.
The point is NOT-
If a lerk/skulk can hurt them or kill them.
When and IF the 2nd hive goes up
How much res the aliens have.
2: Someone is forgetting COMM spam. Which the comm of course DOES, cause he wants those rambos to take it down too.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Marines cant See behind themselves in a vent, and theyd have to resort to turning around to kill them in which time a lerk can fly into their face.
Health spam requires a lot of res which will NOT be availible on a rush and each spike hit costs an additional 2 res.
The marine will take over 3 clips to kill a hive himself due to diversions and the regen/dmg ratio of 3dcs.
I have not played in a game in the past 3 months where we havent known that the marines are coming.
Besides, if the comm goes for the FASTEST route to JP/hMGs, there will be NO upgrading, whic means the mariens will be even easier mince meat.
Besides, if the comm goes for the FASTEST route to JP/hMGs, there will be NO upgrading, whic means the mariens will be even easier mince meat. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Tell'em that after you hear the PING of death when 4 JPers just knifed your hive to death <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
lol, what servers do you play on?
Re: the story where the aliens had 3 hives and 2 Jetbos took em out, stupid aliens is my only comment <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I agree in clan matches ns- nancy becomes alot harder. But everything can be solved by a chnage in tactics, a rush or even a rambo.
I'm getting extremely sick of these people who think that they know everything, and think that all these problems in maps are by design, as if the mapper WANTED the map to have flaws.
First, locate your missing intelligence. No mapper wants their map to play badly, or have exploitable features. And also, realise that not all exploits will neccessarily be noticed or discovered during playtesting.
Next, learn some compassion. The people who make these maps browse around these forums, and most likely do searches for their map names to see what people are saying about them. The last thing any mapper wants to see is some half-wit looking past everything good in the map and just whining about its problems, and not even in a constructive way. Thankfully, some of us mappers know when to discard this bullsh*t as the ramblings of a diseased brain, but many do not, and take them to heart; especially the less experienced.
And finally, find yourself a f**king soul, because it's obvious you still have some digging to do. If you ain't digging then find a shovel, unless you want to remain an annoying waste of space on these forums forever.
Okay, perhaps a bit overly harsh (and be assured I being insulting purely because of the burning rage in my heart right now), but I am getting sick of this.
For those who do not know this already, do not take what I say seriously. Having said that, please do think about what I had to say.
*CLUNK*
joev.