**tsa Command To Frontiersmen**

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Comments

  • HammerHammer Join Date: 2002-11-02 Member: 5036Members
    Maybe Frontier command can explain why our Grenade launchers have a lower magazine capacity, fire slower, and why our HMG's seem to fire under-powered bullets.
  • IcculusIcculus Join Date: 2002-01-24 Member: 26Members
    An unfortunate business decision by TSA command led to the cheap aquisition of many sub-par munitions. Unfortunately Command has decided that the Frontiersmen must make do with these faulty weapons for the time being since recontracting would be a very expensive propostion. Do your best and stick together.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Hammer+Nov 8 2002, 10:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hammer @ Nov 8 2002, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Maybe Frontier command can explain why our Grenade launchers have a lower magazine capacity, fire slower, and why our HMG's seem to fire under-powered bullets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh god.... dont start that here.
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    <!--QuoteBegin--Icculus+Nov 8 2002, 03:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icculus @ Nov 8 2002, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->An unfortunate business decision by TSA command led to the cheap aquisition of many sub-par munitions. Unfortunately Command has decided that the Frontiersmen must make do with these faulty weapons for the time being since recontracting would be a very expensive propostion. Do your best and stick together.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Best.BS.Evar.
  • charles_darwincharles_darwin Join Date: 2002-11-06 Member: 7428Members
    Hooah! Ill get my squad to brush up on this great declaration! Marine Master Sergeant Charles Darwin. Goodjob!!!! Get those slimy **obscenity**! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • DonosDonos Join Date: 2002-11-06 Member: 7300Members
    anyone notice some bugs with both grenade launcher and bile bomb? they dont seem to destroy turrets or buildings very well at all... not just sometimes, but alot. Any ideas? you could lob em all day and they just don't kill anything (bile bombs more then grenade launcher but i've noticed the problem with both)
  • PiG_ShadowPiG_Shadow Join Date: 2002-11-02 Member: 5127Members
    I did notice once situation in which a builder perched an offense chamber on a railing edge. I emptied 4 clips of GL ammo into that thing (1.01 clips.) before a HA/HMG came up behind me and blasted it.
    And I was dropping my grenades right on it- exploding on contact and all that.
    That was the point at which I just gave up on GLs. If it was just a bug, however, I may give them another shot.....

    [PiG] Shadow
  • LockNLoadedLockNLoaded Join Date: 2002-09-05 Member: 1282Members
    talking about GL sillyness...

    that was one time on NS_hera. it was a the marine spawn..which has 2 paths leading out. 1 to hera reception...and the other which u have to pass a gate and walk through a dark and steamy passage way. well i have a GL and jets with me. at the end of the dark passage way there was a whole cluster of defensive structs ( near that blue generator thingy theres a node nearby too) and i emptied all 34 nades at that area but those things just wont die. I made 2 trips back, yup TWO so that makes like 100 ++ nades and the damn things just wont fall.

    not very funny.

    oh and...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->An unfortunate business decision by TSA command led to the cheap aquisition of many sub-par munitions. Unfortunately Command has decided that the Frontiersmen must make do with these faulty weapons for the time being since recontracting would be a very expensive propostion. Do your best and stick together. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    heh got some laughs from that one. U considered doing fan fics Icculus?
  • NeverNever Join Date: 2002-11-02 Member: 4555Members
    i dont know the technical info revolving around all this, but i can tell you that ive withstood assults like that before.

    with some coordination and clever building, Kharaa structures can be murder to take out.

    example: (this may be different sense patch came out) i'd heard this strat and decided to test it out. sure enough, it worked perfectly.
    it was a well-fortified hallway with a node tucked away in a tiny room a ways down. the marines had the standard turret army waiting for us. so myself and another gorge decided to test this idea we had heard. i started by building an O tower. while its under construction, it wont fire but it also wont take damage. at the same time, he began to build a D chamber right behind it. the two were up, and it was still lossing health FAST. we concentrated health sprays on it for a while, and decided to put up another D chamber. it helped, but the O tower was still hurting. so i built another O while he pummelled the other with health sprays. after this frantic pace was kept up for some time, we finally reached a stale mate. i believe it was 4 O and 3 D towers. the 3 D chambers were in perfect harmony w/ the O towers and the Marine Turrets. no matter how fast those turrets fired, the O towers wouldnt take a single point of damage. us two gorges rounded the corner(safely tucked in between the three D towers) and fired out little spit balls at the 5 or 6 turrets. soon enough(and i use the term "soon" loosly), the entire marine outpost was gone. us two gorges and our towers were at perfect health.

    so basically, a few gorges and several D chambers can make things seem invincible.

    granted, this has never been tested against live Marines. so, im sure the results would be different.

    but it SEEMS like your opposition was just working their butts off to keep their little buildings alive.

    (youve gotta remember, those O towers now have 1200 health. thats a whole lot when you think about it)



    hope that helped at least a little. im probably wrong though. lol
  • DeadalouSDeadalouS Join Date: 2002-10-19 Member: 1553Members
    ist only a 100 more than before...
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