That kind of behaviour deserves a ban. No matter how the game goes, you should not make it worse intentionally, nor should you ever deprive the other team of a victory that they earned.
With strategy board games like chess or go not only is withdrawing respected, it's expected. Who wants to play a boring endgame after the result is known? Just because the majority of NS players are 16 year olds with ego problems doesn't mean it should be different, does it? I don't see the problem with recycling once a game has gone poorly, as long as your team is in agreement with you.
k the point of using mines in base isn't so skulks will hit it while there are no marines in base, (although some will <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) it's so that while a marine is shooting at a skulk, the skulk will panic and hit mines, which will very quickly destroy any amount of skulks in your base. Even 1 LA/LMG marine that can aim can kill 3-4 skulks easily with well placed mines because of the ae damage when each mine blows up. In pubs you almost always have a marine humping the armory or spawning in so there is no reason to use turrets (which cost more and are less effective)
<!--QuoteBegin-e.Nadagast+May 24 2004, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ May 24 2004, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> God why does it take so long for pubbers to figure out the good strategies?
Almost never use a TF/Turrets/Elec. Spam nodes everywhere. Arms Lab should be the 3rd building you drop (after the IP and Armory), and before your first node. Arms Lab should get Armor1 IMMEDIATELY and should never be idle until you have 3/3 upgrades. Get an Obs after you've capped 3-4 nodes (so 1-1.5 minutes in). Get PG tech. Win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> True. Marines are teh overpowered. When will the devs realize it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
I wish devs would put back the 2 vents leading to marine start, minus the ability to siege dbl. The vents allowed the aliens quick access to marine start and punish comms who left the base undefended or unmanned. The current build of the map only puts at risk the marines rts and not thier base, to the point where the marines are able to catch gorges in the act of building their starting rts. NS's 2.01 version of the map allowed aliens, especially the gorges some breathing room because pushing too far for rts meant greater risk of losing your base. The issue of allowing sulks quick access to marine start needs to be brought back to balance this map many of the new maps.
Comments
Almost never use a TF/Turrets/Elec. Spam nodes everywhere. Arms Lab should be the 3rd building you drop (after the IP and Armory), and before your first node. Arms Lab should get Armor1 IMMEDIATELY and should never be idle until you have 3/3 upgrades. Get an Obs after you've capped 3-4 nodes (so 1-1.5 minutes in). Get PG tech. Win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
True.
Marines are teh overpowered. When will the devs realize it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->