A Few "problems" Fixed With 1 Thread
Lucid
Join Date: 2002-12-11 Member: 10534Members, Constellation
<div class="IPBDescription">cant wait for the responses!</div> "problem" Jetpack HMG rush is too powerful!
solution: everyone thinks you have to get the second hive up as soon as possible. One common build order is res def res res def def hive. There are other variations of this but they are all the best way to get your hives jetpacked into oblivion. Any decent comm can get 3 guys hooked up with JP/HMG before the second hive is even close to being done. The trick is to build up the hive you have with atleast 4 OC's, and for the love of something you love dont make wall at choke points outside the hive, they'll just fly over them. Put the OC's in the hive scattered about covering the whole room so there is no place for jetpackers to hide and gets meds. Also try putting 1 OC on top of the hive. That and 1-2 lerks should easily stop any jetpack rush. While you have 1 gorge building up your main hive have a second gorge places this same setup at another hive but dont put the hive up yet. OMG 2 GORGES!?!?! Yes 2 gorges because 1 gorge can't be in 2 places at the same time. You are probably better off even putting atleast 1 OC at each of your res nodes around the map. So a build order migh look like this: res res def def def res 2ndGorge 1LerkAtEachHive OC'sAtBothHives ....... then put the hive up. All the while your skulks should be taking down res nodes and suiciding the proto/adv.armory. It works, i've done it plenty of times and its so funny to see the confident marines with their new toys rush in and get slaughtered by spikes and OC fire. Now i'll admit that there are some goooood jetpackers out there that can still manage to pull it off, but thats the way it should be, if you are that skilled then you deserve to take down the hive. I'll also admit that JP's need to be slightly tweaked but its really not that bad.
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"problem" "DAMN PISTOL SCRIPTER!!!"
solution: maybe you should try practicing your shot and realizing that its possible to fire just as fast as any script or mwheel by clicking fast. I've tested it, i can do it. Oh and also try to stop running straight at marines. So many times i've been called a scripter because some nub skulk came running straight at me and i vaporized him. Get over it, skulks are supposed to be vulnerable in early game. Why don't you try ambushing instead?
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"problem" "marines are too powerful!!!!"
solution: play on a server with less players. In my opinion this game shouldn't be played with more than 8 players on any team. 6 is optimal for balance but 8 is good too. Oh and like i said before, stop running straight at the marines you nub skulks!
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"problem" "Aliens are too powerfull!!!!!"
solution: Ask anyone in a serious ns clan which race is more powerful. I can assure you they wont say alien. Try playing on a server that doesn't have alot of nub comms that drop turrets in the base. Marines are supposed to be offensive, you should be attacking the hive from the beginning of the game leaving 1-2 base guards and a pack of mines to protect (depending on the size of the teams) You dont have to defend anything if the skulks are busy defending their res nodes and hive. Kill the gorge, kill D chambers and kill the res nodes, they cant build crap if they dont have res. And they can't build a hive if they can barely get out of their main. Please stop doing that 2 hive lockdown crap. Not only is it boring but it only works against super nub aliens. While you work on securing 1 hive and the onslaught of lvl 3 cara skulks vs lvl 0 weapons they just take the other, get fades/umbra and own your silly lvl 0 turrets. So instead of the lockdown build order (IP IP armory obs PG PG) try going IP armory AL W1 res res A1 so on and so forth. Upgraded marines are so awesome. Oh and dont give meds to marines in the base, thats so lame (unless they have gear).
solution: everyone thinks you have to get the second hive up as soon as possible. One common build order is res def res res def def hive. There are other variations of this but they are all the best way to get your hives jetpacked into oblivion. Any decent comm can get 3 guys hooked up with JP/HMG before the second hive is even close to being done. The trick is to build up the hive you have with atleast 4 OC's, and for the love of something you love dont make wall at choke points outside the hive, they'll just fly over them. Put the OC's in the hive scattered about covering the whole room so there is no place for jetpackers to hide and gets meds. Also try putting 1 OC on top of the hive. That and 1-2 lerks should easily stop any jetpack rush. While you have 1 gorge building up your main hive have a second gorge places this same setup at another hive but dont put the hive up yet. OMG 2 GORGES!?!?! Yes 2 gorges because 1 gorge can't be in 2 places at the same time. You are probably better off even putting atleast 1 OC at each of your res nodes around the map. So a build order migh look like this: res res def def def res 2ndGorge 1LerkAtEachHive OC'sAtBothHives ....... then put the hive up. All the while your skulks should be taking down res nodes and suiciding the proto/adv.armory. It works, i've done it plenty of times and its so funny to see the confident marines with their new toys rush in and get slaughtered by spikes and OC fire. Now i'll admit that there are some goooood jetpackers out there that can still manage to pull it off, but thats the way it should be, if you are that skilled then you deserve to take down the hive. I'll also admit that JP's need to be slightly tweaked but its really not that bad.
------------------------------------------------
"problem" "DAMN PISTOL SCRIPTER!!!"
solution: maybe you should try practicing your shot and realizing that its possible to fire just as fast as any script or mwheel by clicking fast. I've tested it, i can do it. Oh and also try to stop running straight at marines. So many times i've been called a scripter because some nub skulk came running straight at me and i vaporized him. Get over it, skulks are supposed to be vulnerable in early game. Why don't you try ambushing instead?
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"problem" "marines are too powerful!!!!"
solution: play on a server with less players. In my opinion this game shouldn't be played with more than 8 players on any team. 6 is optimal for balance but 8 is good too. Oh and like i said before, stop running straight at the marines you nub skulks!
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"problem" "Aliens are too powerfull!!!!!"
solution: Ask anyone in a serious ns clan which race is more powerful. I can assure you they wont say alien. Try playing on a server that doesn't have alot of nub comms that drop turrets in the base. Marines are supposed to be offensive, you should be attacking the hive from the beginning of the game leaving 1-2 base guards and a pack of mines to protect (depending on the size of the teams) You dont have to defend anything if the skulks are busy defending their res nodes and hive. Kill the gorge, kill D chambers and kill the res nodes, they cant build crap if they dont have res. And they can't build a hive if they can barely get out of their main. Please stop doing that 2 hive lockdown crap. Not only is it boring but it only works against super nub aliens. While you work on securing 1 hive and the onslaught of lvl 3 cara skulks vs lvl 0 weapons they just take the other, get fades/umbra and own your silly lvl 0 turrets. So instead of the lockdown build order (IP IP armory obs PG PG) try going IP armory AL W1 res res A1 so on and so forth. Upgraded marines are so awesome. Oh and dont give meds to marines in the base, thats so lame (unless they have gear).
Comments
"problem" "marines are too powerful!!!!"
solution: play on a server with less players. In my opinion this game shouldn't be played with more than 8 players on any team. 6 is optimal for balance but 8 is good too. Oh and like i said before, stop running straight at the marines you nub skulks! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Aka, play on a server full of n00bs or where you must follow rules disallowing the marines to use everything in their power to win (3 min JP rush).
when im playing aleins I love how marines ill fly in, kill the hive and fly out leaving all my def and res points intact. I just throw down fresh OTs and a hive and bam im back to where i was before there even to the next hive.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Show me a lerk at the 3 minute mark and I'll still call you a haXor unless you're going to waste your gorge res and change to lerk when you get the res...leaving no O towers or D towers...
And show me a lerk that can take out 6 well trainer players with JP that have GOOD aim and I'll scream aimbot. Even with 6 people you won't normally get 33 res until around the second hive is going up as a skulk. And that's if the gorge is capping res nodes only.
Seems pretty solid to me.
(Note: I'm only posting in here too so that people don't see Coil's word and think it's final (which, quite frankly, is true most of the time). Unfortunately, we're all something remotely resembling human, and sometimes don't look quite closely enough <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )