Yes, I agree its a good map, plus it has a secret room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
NS_Ayumi is a good map <b>because</b> it has a good mix of important locations and passages, albeit I would wish that the general layout were a bit more straight-forward like in Eclipse.
Ns_ayumi is a GREAT map. It does a great job of keeping wall and ceiling patterns straightforward near the heart of the map, allowing skulks to take up position. It also has a map design that makes the fights gravitate towards the center of the map during mid-game, allowing for many strategic choke points and pitched battles.
The map also gives marines the advantage that they sometimes lack in other maps (this kinda offsets the easy-to-skulk walls); they get to modify the environment to their advantage. Vents that would otherwise be skulk heaven can be welded shut, and access passages to areas like Gorge's Hiedout can be opened up.
I really love that map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
- Setting up ambushes is simple, easy, and incredibly overpowered at the start of the game in ayumi because everything is so close together
- The steam kills fps
- There is no room to meanever, the extent of aiming on that map is holding down the +attack key
- Hit and runs with any big lifeform is straightfoward, frustrating, plus tons of low celings for the onos to get stuck on, and lots of little courners for the fade to get stuck on, and lerks... don't even bother attacking with lerks
- Jetpacks are useless
- Onos + stomp + adren > anything marines have on this map
- It's blue?
- Has a gorge's hidout node?
That about sums up ayumi
Looks good, but seriously lacks in the gameplay department.
EDIT:
Almost forgot. How could anyone not remember catbus?
Ayumi hurts my eyes and it's so crowded it makes me feel claustrofobic <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
As Forlorn put it, Ayumi is long on atmosphere (a very good thing) but lacks in overall gameplay mechanics.
However some counter-arguments:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- There is no room to meanever, the extent of aiming on that map is holding down the +attack key <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
While a slight drawback, the direct counter to that is the ease of setting up ambushes. So you can't run down that tight hallway towards the marine? Well, wait, or use one of the many vents/passages to flank that marine.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Hit and runs with any big lifeform is straightfoward, frustrating, plus tons of low celings for the onos to get stuck on, and lots of little courners for the fade to get stuck on, and lerks... don't even bother attacking with lerks
- Jetpacks are useless <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Again, problem and solution. Not every map should be able to accomodate every strategy and tool to its fullest extent. So Ayumi isn't very Jetpack friendly, get HA instead. Counter? That Onos with Adren+Stomp
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Has a gorge's hidout node?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unfortunatly, its a pretty difficult task to find a good mix of the two. Take for instance Eclipse. Its pretty much the opposite, good gameplay and balance, but lacks overall atmosphere.
Ayumi is a better than some, worse than others map.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While a slight drawback, the direct counter to that is the ease of setting up ambushes. So you can't run down that tight hallway towards the marine? Well, wait, or use one of the many vents/passages to flank that marine.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's not just slight, I'd say it's huge
Instead of fast and original gameplay with many outcomes you basically have the numbers game.
"Who has more units at such location providing equal skill will win"
Instead of
"Who has more units at different and original locations around the same spot providing equal skill will win"
When I think of fights on ns_auymi I tend to think of two rams headbutting each other on a mountain.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Again, problem and solution. Not every map should be able to accomodate every strategy and tool to its fullest extent. So Ayumi isn't very Jetpack friendly, get HA instead. Counter? That Onos with Adren+Stomp<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The maps should be designed around the map, so really it being broken for JP's is a huge problem. Next, there is no counter to onos with adren + stomp on ayumi. I have yet to see a good onos lose on that map with stomp spam ftw.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Unfortunatly, its a pretty difficult task to find a good mix of the two. Take for instance Eclipse. Its pretty much the opposite, good gameplay and balance, but lacks overall atmosphere.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Eclipse doesn't have the best balance... it's alright. And yes, it's atmosphere is very basic.
However, I would say the most balanced official map atm is ns_lost, which sadly is broken due to a map bug.
I like ns_lost, because a relocation to subspace gives you 3 RTs within 5 seconds walking distance. Pretty sweet.
But for Ayumi...
Yes, it has some narrow, claustrophobic corridors, good for marines. And everything IS bunched together, but many weldable vents can shut off access routes for the Kharaa.
There is a healthy supply of RTs on the alien side and for the marines, too. And you can use jetpacks at AE35 and Pressure Control. What's bad for JP, it's also bad for fades and onos and yet....fades STILL dominate that map just as easily as any other map.
Good atmosphere, and good gameplay, too. There are multiple entrances to every place, and everywhere is easily accessible.
Ayumi is a great map indeed, but is not for 6x6 clan play or 7x7, the map is well suited for 10x10 maches, just like ns_agora. Both maps are very beautiful and in some manner acommodate a lot o strategies, in ayumi you get narrow corridors, corners, hiding places, etc... but with low ceilings and lot's of corners, ayumi requires a lot of gameplay on both sides, because every corner can have an alien, and every corner can get you stuck on hit n run...
btw i wasnt serious, ayumis a good map, i like to comm on it for reasons unknown , its only one im good at for commander. ns_lost still has that disc thing righto? my fav maps are close between tanith eclipse and hera, i just have a newbie love for hera, first map played....favorite map for life
The thing that goes for ayumi is that it has a lot of good node protection. However as most people said it's really frustrating to play for higher level aliens. There are critical points at eastern entrance area where an onos can get stuck in the hallways. It's so cramped that fades can barely fit in there. Once marines get HA on that map and get to cold turn or EE its very hard to root them out. Even Outside AE 35 it's a pretty strong siege spot because onos can't go anywhere near HMGS etc because they get stuck on the stairs and it's a very long hallway. I wish the map was just a tiny bit smaller, the hallways were more expanded, some more rooms added instead of just hallways, so you could fade and onos without so much trouble. It is possibly the hardest map to fade on imho.
I sense a really good map in ayumi if it weren't for things that forlorn mentioned. For me really the reason I don't like the map is the single most frustrating thing of marines getting a phase gate in cold turn with heavy armor and hmgs making them impossible to kill. In pubs with 6-9 hmgs in that one confined spot not even an onos or two with umbra can even get near it. It is just too cramped and too easily defendable and is quite possibly the most marine friendly siege point out of any map and frustrates me to no end every time it happens. I don't think a map should ever reward one team like that just for reaching it.
i have to agree. too many halls. too many places to get stuck. cold turn = PITA.
looks great (though it feels like the walls are closeing in).
there is a door that does not even look like a door in the middle of the map... it was not untill the 3rd or 4th time i played the map before i relised the room was not just a dead end (and a vent in the same room that blends in too well with every thing around it). (hmm maybe im thinking of another map)
<!--QuoteBegin-Renholder+Jul 11 2004, 01:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Renholder @ Jul 11 2004, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The thing that goes for ayumi is that it has a lot of good node protection. However as most people said it's really frustrating to play for higher level aliens. There are critical points at eastern entrance area where an onos can get stuck in the hallways. It's so cramped that fades can barely fit in there. Once marines get HA on that map and get to cold turn or EE its very hard to root them out. Even Outside AE 35 it's a pretty strong siege spot because onos can't go anywhere near HMGS etc because they get stuck on the stairs and it's a very long hallway. I wish the map was just a tiny bit smaller, the hallways were more expanded, some more rooms added instead of just hallways, so you could fade and onos without so much trouble. It is possibly the hardest map to fade on imho.
I sense a really good map in ayumi if it weren't for things that forlorn mentioned. For me really the reason I don't like the map is the single most frustrating thing of marines getting a phase gate in cold turn with heavy armor and hmgs making them impossible to kill. In pubs with 6-9 hmgs in that one confined spot not even an onos or two with umbra can even get near it. It is just too cramped and too easily defendable and is quite possibly the most marine friendly siege point out of any map and frustrates me to no end every time it happens. I don't think a map should ever reward one team like that just for reaching it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You forgot a 2 hive onos can break cold turn
stomp spam OWNS so incredibly hard on ayumi, like they won't even see it coming
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You forgot a 2 hive onos can break cold turn<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Funny, last time I played (hey, I was deadly bored) some week or so, we owned <b>three</b> oni and <b>two</b> fades in that location -with just lv2 ups and shotguns. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
They had one hive, true, but the second one WAS almost ready and (...3x75+2x50...) 325 res wasted inside 15 seconds...? *Maybe* the map doesn't need that much fixing as much as aliens need beefing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin-Wirhe+Jul 11 2004, 09:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 11 2004, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You forgot a 2 hive onos can break cold turn<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Funny, last time I played (hey, I was deadly bored) some week or so, we owned <b>three</b> oni and <b>two</b> fades in that location -with just lv2 ups and shotguns. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
They had one hive, true, but the second one WAS almost ready and (...3x75+2x50...) 325 res wasted inside 15 seconds...? *Maybe* the map doesn't need that much fixing as much as aliens need beefing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Uh... 2 hives makes the difference there buddy
Don't hate the map because it is blue, I like the effect.
As for marines 6 marines with HA and HMGs in cold turn being unkillable, thats not quite true. True, an onos can't kill them, true 2 oni can't kill them, but if there are 6 marines there (and that is the whole marine team) then there should be 7 aliens on the map, and if 7 aliens attacked those 6 marines, the 6 marines would die (as long as the aliens were equaly skilled and had just as much res in higher life forms.) 6 marines with ha and hmgs comes out to be 6x(15+15+5)=210 which would be 3 fades, 2 lerks, 2 skulks, or 1 onos, 2 fades, 1 lerk, 3 skulks, or 2 oni, 2 lerks and 3 skulks.
Could 6 marines take out a wave like that? Remeber, like Forlorn said, its about numbers.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uh... 2 hives makes the difference there buddy
It's called stomp, it ruins your day on ayumi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ah, yes; the diversity of tactics and sheer strenght of aliens. It was a very good game for marines, but I think the aliens felt very, very **** off at that moment. That much res down the drain, second hive soon following, marines proceeding to the last one... all that simply because they didn't have stomp? You should have been there telling that, when we began to build the siege -I'm sure they would had been more than willing to flame your arse to crisps. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Whether or not you agree with it, your team really shouldn't have been surprised to discover that hive 1 Onoses suck. Anyone who's played an Onos before can tell you that they can't do jack without Stomp.
Ayumi is the nicest map to play with marines, because it has so great siege places. AE35 Is _VERY_ easy to siege from that west side of it. There is so big hall that onos and fades cant go there or they'll die. Another easy siege place is at Hamasaki's west rest node place... ( I dont remember names, sry about that) And onos cant just go there. If onos goes there, he might be unlucky and door closes and he will die. Another thing is that in ayumi its most simpliest to make Lame CC walls and stuck onos in those halls. Same thing in eclipse. Some Admins allows this cause its part of game. Eclipse is another annoying lame map. I played one game with aliens and 3 onoses rush marine base where all guys had lvl 3 hmg. Well we had 3 hives so they all used charge, but the comm put CC:s behind those doors in marine base. Onose died quite fast. Then he just sold them and got his res back. Something has to be done to CC. CC is better weapon than hmg <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Well this went little offtopic but I liked to add that in those siege places there should be some wide doors or something so it would cost many res to build CC wall or something like that...
It's called stomp, it ruins your day on ayumi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ah, yes; the diversity of tactics and sheer strenght of aliens. It was a very good game for marines, but I think the aliens felt very, very **** off at that moment. That much res down the drain, second hive soon following, marines proceeding to the last one... all that simply because they didn't have stomp? You should have been there telling that, when we began to build the siege -I'm sure they would had been more than willing to flame your arse to crisps. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you wish to remain ignorant about the effect two hives has on your fighting ability then be my guest.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not if they cc block forlorn >_<<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can still jump over the CC in most parts of ayumi unless the area is really tight
Even so with stomp that's a giant GG, you could buy 1000 CC's and cover the map with them marines are still gonna get wiped away by stomp.
<!--QuoteBegin-ssjyoda+Jul 11 2004, 11:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Jul 11 2004, 11:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to make it feel cold. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Noted, and ignored. It's still a weird, out-of-place color in the NS world, imo.
Comments
NS_Ayumi is a good map <b>because</b> it has a good mix of important locations and passages, albeit I would wish that the general layout were a bit more straight-forward like in Eclipse.
The map also gives marines the advantage that they sometimes lack in other maps (this kinda offsets the easy-to-skulk walls); they get to modify the environment to their advantage. Vents that would otherwise be skulk heaven can be welded shut, and access passages to areas like Gorge's Hiedout can be opened up.
I really love that map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
- There is no depth to it
- Setting up ambushes is simple, easy, and incredibly overpowered at the start of the game in ayumi because everything is so close together
- The steam kills fps
- There is no room to meanever, the extent of aiming on that map is holding down the +attack key
- Hit and runs with any big lifeform is straightfoward, frustrating, plus tons of low celings for the onos to get stuck on, and lots of little courners for the fade to get stuck on, and lerks... don't even bother attacking with lerks
- Jetpacks are useless
- Onos + stomp + adren > anything marines have on this map
- It's blue?
- Has a gorge's hidout node?
That about sums up ayumi
Looks good, but seriously lacks in the gameplay department.
EDIT:
Almost forgot. How could anyone not remember catbus?
However some counter-arguments:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- There is no room to meanever, the extent of aiming on that map is holding down the +attack key <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
While a slight drawback, the direct counter to that is the ease of setting up ambushes. So you can't run down that tight hallway towards the marine? Well, wait, or use one of the many vents/passages to flank that marine.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Hit and runs with any big lifeform is straightfoward, frustrating, plus tons of low celings for the onos to get stuck on, and lots of little courners for the fade to get stuck on, and lerks... don't even bother attacking with lerks
- Jetpacks are useless
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Again, problem and solution. Not every map should be able to accomodate every strategy and tool to its fullest extent. So Ayumi isn't very Jetpack friendly, get HA instead. Counter? That Onos with Adren+Stomp
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Has a gorge's hidout node?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Unfortunatly, its a pretty difficult task to find a good mix of the two. Take for instance Eclipse. Its pretty much the opposite, good gameplay and balance, but lacks overall atmosphere.
Ayumi is a better than some, worse than others map.
It's not just slight, I'd say it's huge
Instead of fast and original gameplay with many outcomes you basically have the numbers game.
"Who has more units at such location providing equal skill will win"
Instead of
"Who has more units at different and original locations around the same spot providing equal skill will win"
When I think of fights on ns_auymi I tend to think of two rams headbutting each other on a mountain.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Again, problem and solution. Not every map should be able to accomodate every strategy and tool to its fullest extent. So Ayumi isn't very Jetpack friendly, get HA instead. Counter? That Onos with Adren+Stomp<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The maps should be designed around the map, so really it being broken for JP's is a huge problem. Next, there is no counter to onos with adren + stomp on ayumi. I have yet to see a good onos lose on that map with stomp spam ftw.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Unfortunatly, its a pretty difficult task to find a good mix of the two. Take for instance Eclipse. Its pretty much the opposite, good gameplay and balance, but lacks overall atmosphere.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Eclipse doesn't have the best balance... it's alright. And yes, it's atmosphere is very basic.
However, I would say the most balanced official map atm is ns_lost, which sadly is broken due to a map bug.
But for Ayumi...
Yes, it has some narrow, claustrophobic corridors, good for marines. And everything IS bunched together, but many weldable vents can shut off access routes for the Kharaa.
There is a healthy supply of RTs on the alien side and for the marines, too. And you can use jetpacks at AE35 and Pressure Control. What's bad for JP, it's also bad for fades and onos and yet....fades STILL dominate that map just as easily as any other map.
Good atmosphere, and good gameplay, too. There are multiple entrances to every place, and everywhere is easily accessible.
Overall Ayumi is a great big game map
I sense a really good map in ayumi if it weren't for things that forlorn mentioned. For me really the reason I don't like the map is the single most frustrating thing of marines getting a phase gate in cold turn with heavy armor and hmgs making them impossible to kill. In pubs with 6-9 hmgs in that one confined spot not even an onos or two with umbra can even get near it. It is just too cramped and too easily defendable and is quite possibly the most marine friendly siege point out of any map and frustrates me to no end every time it happens. I don't think a map should ever reward one team like that just for reaching it.
looks great (though it feels like the walls are closeing in).
there is a door that does not even look like a door in the middle of the map... it was not untill the 3rd or 4th time i played the map before i relised the room was not just a dead end (and a vent in the same room that blends in too well with every thing around it). (hmm maybe im thinking of another map)
I sense a really good map in ayumi if it weren't for things that forlorn mentioned. For me really the reason I don't like the map is the single most frustrating thing of marines getting a phase gate in cold turn with heavy armor and hmgs making them impossible to kill. In pubs with 6-9 hmgs in that one confined spot not even an onos or two with umbra can even get near it. It is just too cramped and too easily defendable and is quite possibly the most marine friendly siege point out of any map and frustrates me to no end every time it happens. I don't think a map should ever reward one team like that just for reaching it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You forgot a 2 hive onos can break cold turn
stomp spam OWNS so incredibly hard on ayumi, like they won't even see it coming
Funny, last time I played (hey, I was deadly bored) some week or so, we owned <b>three</b> oni and <b>two</b> fades in that location -with just lv2 ups and shotguns. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
They had one hive, true, but the second one WAS almost ready and (...3x75+2x50...) 325 res wasted inside 15 seconds...? *Maybe* the map doesn't need that much fixing as much as aliens need beefing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Funny, last time I played (hey, I was deadly bored) some week or so, we owned <b>three</b> oni and <b>two</b> fades in that location -with just lv2 ups and shotguns. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
They had one hive, true, but the second one WAS almost ready and (...3x75+2x50...) 325 res wasted inside 15 seconds...? *Maybe* the map doesn't need that much fixing as much as aliens need beefing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Uh... 2 hives makes the difference there buddy
It's called stomp, it ruins your day on ayumi
As for marines 6 marines with HA and HMGs in cold turn being unkillable, thats not quite true. True, an onos can't kill them, true 2 oni can't kill them, but if there are 6 marines there (and that is the whole marine team) then there should be 7 aliens on the map, and if 7 aliens attacked those 6 marines, the 6 marines would die (as long as the aliens were equaly skilled and had just as much res in higher life forms.)
6 marines with ha and hmgs comes out to be 6x(15+15+5)=210 which would be
3 fades, 2 lerks, 2 skulks,
or
1 onos, 2 fades, 1 lerk, 3 skulks,
or
2 oni, 2 lerks and 3 skulks.
Could 6 marines take out a wave like that? Remeber, like Forlorn said, its about numbers.
It's called stomp, it ruins your day on ayumi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah, yes; the diversity of tactics and sheer strenght of aliens. It was a very good game for marines, but I think the aliens felt very, very **** off at that moment. That much res down the drain, second hive soon following, marines proceeding to the last one... all that simply because they didn't have stomp? You should have been there telling that, when we began to build the siege -I'm sure they would had been more than willing to flame your arse to crisps. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
AE35 Is _VERY_ easy to siege from that west side of it. There is so big hall that onos and fades cant go there or they'll die.
Another easy siege place is at Hamasaki's west rest node place... ( I dont remember names, sry about that) And onos cant just go there. If onos goes there, he might be unlucky and door closes and he will die. Another thing is that in ayumi its most simpliest to make Lame CC walls and stuck onos in those halls. Same thing in eclipse. Some Admins allows this cause its part of game. Eclipse is another annoying lame map. I played one game with aliens and 3 onoses rush marine base where all guys had lvl 3 hmg. Well we had 3 hives so they all used charge, but the comm put CC:s behind those doors in marine base. Onose died quite fast. Then he just sold them and got his res back. Something has to be done to CC. CC is better weapon than hmg <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Well this went little offtopic but I liked to add that in those siege places there should be some wide doors or something so it would cost many res to build CC wall or something like that...
It's called stomp, it ruins your day on ayumi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah, yes; the diversity of tactics and sheer strenght of aliens. It was a very good game for marines, but I think the aliens felt very, very **** off at that moment. That much res down the drain, second hive soon following, marines proceeding to the last one... all that simply because they didn't have stomp? You should have been there telling that, when we began to build the siege -I'm sure they would had been more than willing to flame your arse to crisps. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you wish to remain ignorant about the effect two hives has on your fighting ability then be my guest.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not if they cc block forlorn >_<<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can still jump over the CC in most parts of ayumi unless the area is really tight
Even so with stomp that's a giant GG, you could buy 1000 CC's and cover the map with them marines are still gonna get wiped away by stomp.
but it has the secret room wit the funny music
tho i do dislike Rine start with the 2 lil doors marines get bloked in easy
then we'll talk.
Noted, and ignored. It's still a weird, out-of-place color in the NS world, imo.