How To Keep Aliens Busy At Start
Act_Chill
Join Date: 2003-04-24 Member: 15816Members
<div class="IPBDescription">rt ownage</div> If you know what hive they have cc block the 2 nodes next to them. This stops them from getting rts close to hive and lots of skulks will be munching on them while you walk around freely to build your rts at the start. Well worth the 40 res(dont build base d). EXPLOIT ON
Also, if they dont take them out you have backup relocation spots. Just like when you cc block o chambers to rush in the hive with jps in small game.
Also, if they dont take them out you have backup relocation spots. Just like when you cc block o chambers to rush in the hive with jps in small game.
Comments
yeah, and i got banned once for going early onos and eating the admin in his new HA suit, and a few other guys <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
sore losers
Except Flayra chose not to take out bunnyhopping for aliens when he took it out for marines, indicating that he didn't consider it to be an exploit. CC blocking is obviously an exploit, there just isn't a good way to stop it.
Actually it isn't really that bad res wise, because you can recycle the CC for 80% of the res back, only losing 4 res. However it is a very lame strat and is banned in all leagues.
there's no "consider as an exploit" when it comes to BHing
since it's a bug in the HL engine
tbh i often BH, however, i don't hide behind "it's not an exploit" excuses
moreover, i think it should be difficult for skulks to jump with BONES STICKING OUT OF THEIR LEGS :/
anyway, if flaya "considered cc blocking as an exploit" he'd have it removed... disallow CCs to be placed on res nodes or in map-specific places.. etc
About learning to aim comment. Well even if you instanly saw and started to shoot a full speed bh skulk even elite players would have problems killing the skulk before they got in biting range(I said problems not that they wouldnt). 2 skulks bp versus any marine = dead marine. If the bp problem was solved for aliens then they would either lose total speed as the jumped towards you or they would have to walk. Either chose is bad so the bh problem was not fixed for aliens. Like stated the cc exploit can easily be fixed by only allowing rts to be built next to rts.
obviously, bunnyhopping can be fixed, as many mods (cs, dod, part of ns, etc) prevent it. so why wouldn't it be prevented on the alien side? <i>because the dev team does not consider it an exploit/bug.</i>
and yes, it would be hard for a skulk to jump with bones for legs.. it'd also be hard for them to crawl on metal surfaces without issue.. and it's also hard for onos to climb ladders through hatches too small for their bodies.. and it's also hard for marines to jump five feet straight up without a hitch.. AND ... it's hard for structures to materialize out of thin air... hopefully you catch my drift so far.
if you're going for realism, you might as well skip over NS... it's .. .well... not realistic, at all.