Current Ns Bias Meter

MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
edited July 2004 in NS General Discussion
<div class="IPBDescription">Unofficial of course :)</div> It's in my sig.

What is everyone's opinion on the current build of NS? My reason for the marine bias is because I believe a skilled marine team will always beat an equally skilled alien team.
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Comments

  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    And server these days to. Unchaining the chambers brings that little bar in your sig dangerously close to the center.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    Aliens inherently have the advantage in early-game, but because Marine tech is not dependent on area control and thus cannot be actively penalized for this, Marines have a big advantage later in the game. Plus, there are maps like Ayumi whose low ceilings and claustrophobic halls gives the Frontiersmen a big advantage, while maps like Bast and Nothing favor the Kharra.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited July 2004
    It varies largely by map and server, but the entire thing can basically be plotted kinda like that, give or take 2 notches.

    The earlygame is completely a toss-up. This is the most map-dependant time, as well as the most important overall time period. Aliens that know how to bring the fight to their turf (close-quarters, OC's) and know not to charge head-on will put up an ugly fight.

    The marine midgame has the edge unless an effective fade or two come along and manage not to get killed. It's the level2 weaponry in combination with the shotguns that will put aliens out of business. Actually, if fades don't show up, it only takes a little extra time and a second hive to bring the onos into play. A smart hive two onos is near unstoppable right now.

    Marine and alien endgame is tossed up, and completely depends on where the fighting is. If the fighting is in a confused, packed in place (think keyhole in eclipse or cold turn in ayumi), then the aliens only need one hive-two onos to muck things up for the marines. If the battle takes palce in long hallways, like nothing, then the marines have the advantage.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2004
    I disagree with marines being weak in the beginning


    Not accuratly scaled games on the server i play on lately


    Early game Marines > Aliens

    Early game (fades Hive 1 vs Shotguns) Marines <u><</u> Aliens

    Mid game( Fades Hive 2 Vs HMG/Shotgun/GL) Marines > Aliens

    *Mid game (Fades hive 2/ 1-2 Onos vs. HMG/SG/GL/JP) Marines <u>></u> Aliens

    *Mid game (Fades hive 2/ 1-2 Onos vs. HMG/SG/GL/HA) Marines < Aliens

    Late game (hive 1 aliens vs HMG/SG/GL/JP/HA) Marines > Aliens

    Late game (hive 3 aliens vs HMG/JP/SG/GL/HA/Etc) Marines < Aliens
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    edited July 2004
    Totally depends on server size. In large games, the following factors tilt the balance towards marines:

    1. Painfully slow res flow for aliens in large games.

    2. Permanent upgrades for marines means larger marine teams become more cost-efficient. Alien upgrades become less cost-efficient.

    3. Marines can shorten their spawn time by building more IPs. Aliens are stuck with a long spawn queue.

    4. Marines can focus their firepower more easily.

    5. The bigger the team, the less painful the loss of a player to the command chair. (A dedicated commander hurts in a 4v4, but in a 12v12, no biggie)
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I think Ns atm is very marine biased, since LMG is so damn powerful against skulks. SKulks need a big buff or lmg needs a nerf.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    Its just the hitboxes I hate, once the hitboxes were fixed it was said that 'oh now as a skulk you can evade more bullets' but now, you suck up every bullet that comes at you = kharaa are sponges with legs.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--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-->I think Ns atm is very marine biased, since LMG is so damn powerful against skulks. SKulks need a big buff or lmg needs a nerf. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then don't let them shoot you. I see this complaint a lot, and my first impression is because people aren't doing things right. Try the <a href='http://www.unknownworlds.com/forums/index.php?showforum=21' target='_blank'>Kharaa strategy forums</a>, there are plenty of good topics on how to ambush and hide from the "all-powerful" LMG.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--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-->Then don't let them shoot you<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    ......


    thats just like saying dont let aliens get a gorge.. its impossible....


    and anout the hitbox deal, when will the devs chance back skulks ap from 10 to 20?

    Its BNNE many MONTHS, i think we all know how to aim at a skulk by now.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    Lessee...

    <span style='font-size:8pt;line-height:100%'>a) OC's are poop.
    -> Leads to largely marine-ravaged hallways.

    b) Third hive abilities are poop.
    -> Thus the third hive has no really apparent use beside the increased spawn and armor.

    c) Lerks die to one sg blast.
    -> Makes them a risky deal. Then there has been talk about insta-gib bug (hate that).

    d) Onos is useless at one hive. In case you are wondering: this is poop too.
    -> No retaking very strong outposts, easy to lose a lot of res for nothing.

    e) Gorges gain res very slow, when they are supposed to be a builder class (as far as there is any "class" distinction between the aliens). Goo.
    -> Alien advance slowed down.</span>

    So yeah; a skilled marine team is more than likely to win a as skilled alien team. That is what I think.
  • DuracellFishDuracellFish Join Date: 2004-05-30 Member: 29015Members
    Depends on server size as well, I find aliens win most of the time on my small 10 slot server <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-semi-psychotic+Jul 12 2004, 08:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jul 12 2004, 08:20 PM)</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-->I think Ns atm is very marine biased, since LMG is so damn powerful against skulks. SKulks need a big buff or lmg needs a nerf. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then don't let them shoot you. I see this complaint a lot, and my first impression is because people aren't doing things right. Try the <a href='http://www.unknownworlds.com/forums/index.php?showforum=21' target='_blank'>Kharaa strategy forums</a>, there are plenty of good topics on how to ambush and hide from the "all-powerful" LMG. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Have you ever played against good marines? If they spot you, you are dead meat., it (almost) doesnt matter how close you are.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <!--QuoteBegin-Wirhe+Jul 12 2004, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 12 2004, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lessee...

    <span style='font-size:8pt;line-height:100%'>a) OC's are poop.
    -> Leads to largely marine-ravaged hallways.

    b) Third hive abilities are poop.
    -> Thus the third hive has no really apparent use beside the increased spawn and armor.

    c) Lerks die to one sg blast.
    -> Makes them a risky deal. Then there has been talk about insta-gib bug (hate that).

    d) Onos is useless at one hive. In case you are wondering: this is poop too.
    -> No retaking very strong outposts, easy to lose a lot of res for nothing.

    e) Gorges gain res very slow, when they are supposed to be a builder class (as far as there is any "class" distinction between the aliens). Goo.
    -> Alien advance slowed down.</span>

    So yeah; a skilled marine team is more than likely to win a as skilled alien team. That is what I think. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    a) Yes, they are not good, but not useless!

    b) With a third hive marines get normally owned

    c) If they die to 1 sg-blast then dont attackt then, you have spores! Lerks are really good in this version.

    d) Yea, thats because a onse was a 3hive lifeform in 1.04, it should never be that strong with one hive.

    e) In old versions gorges gained faster res than other lifeforms, but it ended up with ppl using the res to go fade/onos, so we have to live with that.

    All in all I think Marines are stronger in this version, but it also depends on the map and what tactic aliens are using on it. (I dont have to say that 10vs10 games are unbalenced anyway)
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I'd have to say I play more marines than aliens, and that goes for all maps. Mainly because I like having a commander, and working with other people to win the game, unlike pretty much all fps I've ever played. I like playing aliens too, but since it isnt AS team based as marines, aliens can kind of suck without good players. Crappy players on marines can limp off the semi-good players working as a team.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    edited July 2004
    I really think it depends on the map. If you're really skilled, you can win on each team for a map. Depends on your teammates too. Don't blame it on this awesome mod <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Edit: I do usually go alien, and I usually Gorge. I end up going Lerk/Fade after this, as long as 3-4 people drop RT's, we're fine.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    What's really kind of sad.. is supposedly NS classic is optimized to be the most balanced for 6 vs 6.

    Yet 6 vs 6 is the <i>minimum</i> I play NS classic at.

    Any less than that, and I just don't find it fun because it seems there's never a team-mate around and the maps are huge. It's no wonder bunnyhopping is considered a necessity. It'd be boring as stink otherwise. Being able to move quickly to where the action is is the only thing that would keep it interesting. Which could be why I don't like smaller games.. I can't hop, so I'm left just waddling my gorgey butt from place to place on my own with nothing to do.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Kwil+Jul 12 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 12 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's really kind of sad.. is supposedly NS classic is optimized to be the most balanced for 6 vs 6.

    Yet 6 vs 6 is the <i>minimum</i> I play NS classic at.

    Any less than that, and I just don't find it fun because it seems there's never a team-mate around and the maps are huge. It's no wonder bunnyhopping is considered a necessity. It'd be boring as stink otherwise. Being able to move quickly to where the action is is the only thing that would keep it interesting. Which could be why I don't like smaller games.. I can't hop, so I'm left just waddling my gorgey butt from place to place on my own with nothing to do. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Everyone can learn how to bhop
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Everyone can learn to hack too.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    @ Crypt

    Yea, yea; those are the regular arguments, and I do remember how it was in 1.03/4. That is simply how I have perceived the matter, and as long as it stays so, NS belongs to category "poop," IMO. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-KaiserRoll+Jul 13 2004, 12:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Jul 13 2004, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everyone can learn to hack too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you implying that I hack, or that clanners hack?

    If you think I am hacking you are welcome to come down to the CPL this year and test out my hacks for me
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    In pub games, marines are stronger.

    In clan games, it's a coin toss, really.
  • ObsidianShardObsidianShard Join Date: 2004-07-01 Member: 29667Members
    edited July 2004
    I see a notable marine bias in the games, many of them quite distinct.

    -Marines have 'fewer' targets to contend with. Marines are only concerned with players, OC's, and Hives in well-known locations. Aliens have to contend with Marines, but are forced to dismantle IP's, Comm Chairs, Arms Labs, Proto-Labs, Observatories, Phase Gates, and Turret Factories; all of which can be placed anywhere on the map. It is by far easier find and take down a hive than it is to find and take out the equivalent and more efficient IP's, Arms Lab, Armory, and Comm Chairs (all of which may ver well NOT found in pre-known locations). (I understand RT's are a concern also, but it is an equal matter for both sides, generally)

    >>Possible solution: limit the placement of buildings to within a radius of each other. The only buildings that generate this radius out of nowhere is the Comm Chair and Phase Gate. Other buildings except turrets/siege extend ths area. RT's are exempt.

    -Marine upgrades are effectively permanant, and effortless to retain. Armory, Arms Lab, Observatory, and Proto-lab 'research' is a one-time cost. A killed marine retains these upgrades (except proto-lab). A killed building can be replaced instantly and placed anywhere on the map, without needing to repay for the research. Marines can recieve the effects of four (MT, Weap, Grenades, Armor) upgrades and retain them throughout death of personnel or destruction of the key building (effectively). This brings their total carryable upgrades to eight (non-lmg weapon, welder, mines, grenades, JP/HA, MT, Armour+, Weap+, MT).

    >> Possible solution: Upgrades have to be re-researched if the key building is taken down. For example, if your Arms lab is taken down, you loose weapons and armor upgrades until a replacement is built and re-researched. You can build a second arms lab and the tech remains for as long as there is at least one lab remaining.

    -Aliens gather res slowly in larger gamse because of the 'card dealing' distribution

    >> possible solution: set Kharaa res towers to supply alien res at a minimum rate equivalent to a 6v6 game: one res per 24 seconds per RT to each alien. This makes alien RT's more efficient in games larger than 6v6 where aliens have to compete with the more efficient marine upgrades. (a 5v5 game would still supply 1 res every 20 sec to each player).

    -Motion tracking/Observatories reveal all moving aliens on the overview/mini map, cloaked or otherwise. This is beyond 'Scent of Fear' in that it is both permenant, and the knowledge is shared across all marines via the map overview.

    >> possible solution: slow moving cloaked aliens won't show up on the map overview/minimap, but still show up on close range motion tracking. This can help retain the value of sensory chamber networks and cloaking post-MT research, as well as ambush traps in the mid/late game. Thus, cloaking and not moving works in front of marines, and cloaking and moving works behind them (in contrast to a fat red blip showing up behind them on their minimap).

    -Comms can easily detect which hive is the starting point of the alien team within moments of sitting in the chair. Marines *probably* should be the ones trying to discern this information, rather than instantly knowing what to immediately lock down. The opportunity to catch early-game hive/rt scouts would give the alien team a reasonable foothold early.

    >> Possible solution: The Comm cannot detect any noise from the alien team unless it is within range of a building or player.


    Just a few thoughts while I eat lunch.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    edited July 2004
    <!--QuoteBegin-Forlorn+Jul 13 2004, 08:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 13 2004, 08:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KaiserRoll+Jul 13 2004, 12:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Jul 13 2004, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everyone can learn to hack too. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you implying that I hack, or that clanners hack?

    If you think I am hacking you are welcome to come down to the CPL this year and test out my hacks for me <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, he is implying that bunnyhopping is exploiting, or doing something illegal like hacking.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Forlorn+Jul 12 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 12 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kwil+Jul 12 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 12 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's really kind of sad.. is supposedly NS classic is optimized to be the most balanced for 6 vs 6.

    Yet 6 vs 6 is the <i>minimum</i> I play NS classic at.

    Any less than that, and I just don't find it fun because it seems there's never a team-mate around and the maps are huge. It's no wonder bunnyhopping is considered a necessity. It'd be boring as stink otherwise. Being able to move quickly to where the action is is the only thing that would keep it interesting. Which could be why I don't like smaller games.. I can't hop, so I'm left just waddling my gorgey butt from place to place on my own with nothing to do. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Everyone can learn how to bhop <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No. You're wrong.
  • NuclearCoreMeltdownNuclearCoreMeltdown Join Date: 2003-03-15 Member: 14524Members, Constellation
    <!--QuoteBegin-Kwil+Jul 14 2004, 12:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 14 2004, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 12 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 12 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kwil+Jul 12 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 12 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's really kind of sad.. is supposedly NS classic is optimized to be the most balanced for 6 vs 6.

    Yet 6 vs 6 is the <i>minimum</i> I play NS classic at.

    Any less than that, and I just don't find it fun because it seems there's never a team-mate around and the maps are huge. It's no wonder bunnyhopping is considered a necessity. It'd be boring as stink otherwise. Being able to move quickly to where the action is is the only thing that would keep it interesting. Which could be why I don't like smaller games.. I can't hop, so I'm left just waddling my gorgey butt from place to place on my own with nothing to do. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Everyone can learn how to bhop <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No. You're wrong. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actualy, he's right. Everyone has the ability to learn, makes being a human great doesnt it? If they're any good at it is a simple matter of dedication and technique. Bhopin is a skill just like any other in this game, its just harder to learn, and not so obvious to some. But heaven knows there's enough topics about it, that everyone should be able to learn it.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Nuclear Core Meltdown+Jul 14 2004, 12:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nuclear Core Meltdown @ Jul 14 2004, 12:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kwil+Jul 14 2004, 12:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 14 2004, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 12 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 12 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kwil+Jul 12 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 12 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's really kind of sad.. is supposedly NS classic is optimized to be the most balanced for 6 vs 6.

    Yet 6 vs 6 is the <i>minimum</i> I play NS classic at.

    Any less than that, and I just don't find it fun because it seems there's never a team-mate around and the maps are huge. It's no wonder bunnyhopping is considered a necessity. It'd be boring as stink otherwise. Being able to move quickly to where the action is is the only thing that would keep it interesting. Which could be why I don't like smaller games.. I can't hop, so I'm left just waddling my gorgey butt from place to place on my own with nothing to do. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Everyone can learn how to bhop <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No. You're wrong. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actualy, he's right. Everyone has the ability to learn, makes being a human great doesnt it? If they're any good at it is a simple matter of dedication and technique. Bhopin is a skill just like any other in this game, its just harder to learn, and not so obvious to some. But heaven knows there's enough topics about it, that everyone should be able to learn it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No. You're wrong as well.
    Think hardware.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Kwil+Jul 14 2004, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 14 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No. You're wrong as well.
    Think hardware. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How could hardware prevent you from Bhopping correctly?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Don't have a mouse?
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--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--> Don't have a mouse?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey, they are having a *serious* discussion here! No need to crack it up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    I know what he's talking about:

    For instance, for those who don't use scripts, they use the mousewheel for jumping. However, people like me who are stuck on GeForce 2 mxs can't get a high fps for the mousewheel to act rapidly. Try to use the pistol with mousewheel on 20-30 fps, it's not fun.
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