Generator Hiding
ColHapablap
Join Date: 2004-01-31 Member: 25864Members
Join Date: 2004-01-31 Member: 25864Members
Comments
Without this overhang, the marines have it fairly easy defending that hive; the only ways in are long straight hallways. With the overhang, if a skulk even makes it near the hive, he can scale the wall and parasite everyone that phases in. I don't see what's unfair about it. Think of it as the one hive where the aliens can get payback by effectively having their own seiges.
And in the game's where I've been up there, it always seems like outfitting the marine team with jetpacks is their commanders next priority.
Ya that would be nice, or if you have some SMART rines u can make a tower but its hard while ur being gassed.
I had everyone on the main server I play on checking that pit everytime they went into generator. Teeheehee.
(Note... I haven't actually explored that room since 3.0 came out... so correct me if I'm wrong).
That room isn't as bad. There are no rt's in there, so all you have to do is slowly destroy stuff without giving them rfk. As a marine, you need jp's to get in <i>or</i> to get out. So, if marines aren't trying to leave, then get the third hive up. You do this by dropping other structures for the siege to hit instead of hitting the hive, assuming you have saved up lots of res while marines sit around there. This is assuming that it is their final base.