New B6 Changes!

124»

Comments

  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Bringing this up due few reason. One guy asked me if he could quote my post on page 4(?) and secondly this thread is a bomb-of-information.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    Some pubbers are lucky.Like me!.I live and play in South Africa we have one 20 players ns server.I get a ping of 15ms on it as opposed to say a 250-350 ping on a Yo/clan or N.A.R server.

    We play with FF on,you can bite your own hive and kill it (does not happen often),like the lame rines recycle.Alot of games we drop movement first.Bite the!Spit at the hive! and presto not only do you have celerity,lerks with adrenalin,gorges that can healspray for soooooo much longer but yea you also have the ability to move to a hive that is not yet built.The fades handle fine and i challange any player to say's they know how to fade and not do it with movement vs lvl 1 and 2 guns.The key to winning with a movement strat is to have gorges with adren in key places to heal.Clans us this strat too,it works and it works well.
    While im on the subject can anyone confirm or deny the following.

    1.That aliens spawn faster at a hive with movement chambers under it ?.
    2.Does a lerk without adrenalin as a uprgade recover adrenaline faster when gliding than when staying still or walking?
  • N_3N_3 \o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    <!--QuoteBegin-Snakestyles+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snakestyles)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    1.That aliens spawn faster at a hive with movement chambers under it ?.
    2.Does a lerk without adrenalin as a uprgade recover adrenaline faster when gliding than when staying still or walking?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No to both your questions
  • l0tusl0tus Join Date: 2004-09-07 Member: 31492Members
    just make aliens fun to use again, plz. they were totally ruined in the last release...
  • MEKUDpalindromeMEKUDpalindrome Join Date: 2005-01-10 Member: 34546Members
    ----2047----












    (Spring)
  • Mac1OManMac1OMan Join Date: 2004-10-29 Member: 32510Members, Reinforced - Supporter
    I would say the aliens were mildly downgraded but no more than that... they really equaled out the teams... it hasn't been all that hard as an alien in most cases
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Seriously, release this beta within a couple weeks <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I'm so excited and can't wait any longer.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    The one obvious thing Beta6 does is that it makes SMD or SDM viable. Instead of just being a novelty, it allows skulks to actually survive long enough to stop marine expansion and get res up. Because the sens chambers automatically scent of fear nearby marines, it's almost like the alien motion tracking. Focus is a readymade counter to armor upgrades, and a fade's dream. And cloakwalking allows aliens to get into places they couldn't before to set up ambush or take down turret factories and such.

    Unlike with Beta5, there is some real viable strategy and counter to using S. First of all, marines have to go elec on turrets, which slows down their res expansion. The aliens securiing a second hive is a must: not for the second chamber anymore as much as that slowing marine expansion is crucial: its all about a res battle with marines and giving your skulks the networks they need to beat that marines.

    I still think that there need to be some changes. Easier, at the touch of a key, scan. Walking without turrets or motion tracking being able to see you. Etc.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    <!--QuoteBegin-Mac1OMan+Jan 12 2005, 12:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mac1OMan @ Jan 12 2005, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would say the aliens were mildly downgraded but no more than that... they really equaled out the teams... it hasn't been all that hard as an alien in most cases <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well on our server its totally different to that,i think the community is so small with so many good commanders and the addition of all that shotgun time in combat marines just need to hold three or four res and one hive tech up and jp or heavy in.If aliens get oc's up that just means the game takes longer to end as the rines need to siege.As soon as combat came out ppl got serious amount of hours playing with shotguns.Before combat ppl just didnt get to shoot at aliens with shotguns for shuch prolonged periods of time.

    Neva mind all that other stuff that makes it so easy for rines to just sit it out stall for 30-40 mins and then bust out.Mind you this is in 10vs10 pub play.Clan games are totally different...but wont they allways be?.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    How can they downgrade the aliens and finally have evened out the teams?
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    god. you poor deluded fools. having played b6 alot, my opinions on it so far are this.

    to break dms, you must break the power that regen gives a fade/onos/lerk. the ability to move thru the map without depending on the hive. inate regen, even with carapace, does not give fades the ability to be hive independant. innate regen is, quite simply, not good enough to be considered worthwhile. the sc's buff's are nice, but even they do not make sc a viable first chamber. the ability to move thru the map freely, coupled with instant hive teleportation incase of rushes + combined with faster movement is just too much competition for early focus/cloak. sdm is just not a good combo under anyones books. dms will always be the dominant chain because, and lets face it, without a good defence, any football team will get whopped. you cant attack 24/7, you will be on the defencive at one point or another. and if you dont have the carapace/regen to take care of a desperate marine team rushing the hive with 6 sg's, you can and most likely will get beat down like the sc whoring mofo you are.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    In other words, you like playing exactly one strategy, and when there's a different chamber order, you can't play the exact same strategy you play in every game because it doesn't work as well.

    That's not an argument.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    So you're saying that the only way to break DMS is to buff either movement of sensory so much that defense first isn't as good as them.

    No.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    who said anything about that? dont put words in my mouth kthx. both of you.

    "in other words". god i hate it when you people try to twist arguments like that.

    time and test have repeatedly shown dms to be the most dominant system because of the consistencty and dependability of regeneration. are you seriously telling me first strike capability is more important than being able to take a punishment while still being blazingly efficent at dealing out dmg?

    if you honestly think any sc based strat for first chanber can beat dc's bar focus base rushes on unprepared rine bases than you are just...wrong. plz return to the lvl 30 combat server you spawned from and leave the big talk to the adults plzkthx
Sign In or Register to comment.