obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I dunno I don't take upgrades anymore as skulk in 1.1 and I can still take marines on. Play 1 game of 1.04 and you will realize how much better the 1.1 skulk is. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--Forlorn+Jun 22 2003, 01:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 22 2003, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why would you be unhappy about this if all the vets and PT's say that PG's are never used? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The traditional value of the phase gate has been its ability to (for the marines) compress the map down to a handful of locations. Say, for example:
1. Marine spawn 2. Unbuilt hives 3. Double res nodes
With the hives-for-evolutions requirement gone, marines can no longer ignore the rest of the map. I suspect people will find a use for phase gates, but I'm doubting it will be the traditional marine-base-linking strategy we've all seen in 1.04.
I hope 1.1 fixes the problem where, if you drop health or ammo on stairs or slanted surfaces, they drop right through the map (also happens with structures occasionally).
Comments
I like what I see.
The traditional value of the phase gate has been its ability to (for the marines) compress the map down to a handful of locations. Say, for example:
1. Marine spawn
2. Unbuilt hives
3. Double res nodes
With the hives-for-evolutions requirement gone, marines can no longer ignore the rest of the map. I suspect people will find a use for phase gates, but I'm doubting it will be the traditional marine-base-linking strategy we've all seen in 1.04.