I say No to all of these ideas, why? Well lets see...
"Teamkilling on grenades always on": obviously scum would teamkill with this constantly.
"reverse teamkill damage": hell no, I've shot at aliens far too often to have some noob or nitwit jump into my line of fire and get me killed/steal my blasted weapon.
"grenades do not explode when team-mates are near": NO, see above, some dufus decides to run out into my line of fire again, and what happens? my frickin shots become worthless!
anyway once you alien players get the Onos(great name for the things, I know i'm always saying oh-no when I see em') its all over for the marines, grenades or not, I've fed around 20 grenades into an Onos before, and it just didnt want to go down.
what do I suggest? leave it the hell alone, I say things are fine the way they are, if something gets done about the grenades, then perhaps the Onos should be nerfed like crazy too.
I would LOVE TK or FF... As a skulk I could weave in and around 4 marines and watch them all shoot each other as they try to get me.. would make my job easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--R7X3+Nov 13 2002, 03:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R7X3 @ Nov 13 2002, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I say No to all of these ideas, why? Well lets see...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> And what about the idea I have wrote. The grenades will damage the marine who fired them. This way he will not make from them a shield.
And Onos are not so superb. They are really good against marines, but marines are really good in killing all other forms od aliens. My favorite is Fade with adrenaline, regeneration and cloaking (all level 3) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Why should they damage him for no reason? or are you saying they should just hurt the marine if he is shooting at his feet like a goober? <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
EDIT: yea Onos are the badasses I make them out to be, it only takes two to completely destroy a marine base filled with turrets and marines completely upgraded.
<!--QuoteBegin--R7X3+Nov 13 2002, 04:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R7X3 @ Nov 13 2002, 04:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->EDIT: yea Onos are the badasses I make them out to be, it only takes two to completely destroy a marine base filled with turrets and marines completely upgraded.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Two Onos destroyed a base with marines and turrets? Then they were very good. When we entered a marine base with 24 turrets and 2 marines (HA and HMG) we lived only 5 seconds and weren't able to destroy anything. At most they can survive some 10 to 15 seconds but that is not enough to destroy a complete base with marines.
well , it was two Onos, with who knows what for upgrades, they would dash in for about 20 seconds, kill us all, smash turrets, run back out and get healed by defensive chambers(or gorges out there) run right back in and slaughter us all, kill turrets, rinse and repeat.
<!--QuoteBegin--R7X3+Nov 13 2002, 03:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R7X3 @ Nov 13 2002, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I say No to all of these ideas, why? Well lets see...
"Teamkilling on grenades always on": obviously scum would teamkill with this constantly.
"reverse teamkill damage": hell no, I've shot at aliens far too often to have some noob or nitwit jump into my line of fire and get me killed/steal my blasted weapon.
"grenades do not explode when team-mates are near": NO, see above, some dufus decides to run out into my line of fire again, and what happens? my frickin shots become worthless!
anyway once you alien players get the Onos(great name for the things, I know i'm always saying oh-no when I see em') its all over for the marines, grenades or not, I've fed around 20 grenades into an Onos before, and it just didnt want to go down.
what do I suggest? leave it the hell alone, I say things are fine the way they are, if something gets done about the grenades, then perhaps the Onos should be nerfed like crazy too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This man knows what he's talking about. I can't believe all of you want reverse TK damage?! Do you KNOW how many times my squad has been ambushed? When you hear that god-awful chomping sound, you just let loose lead and hope you eventually get the critter in your scope - teamates be damned. If this was implemented, I might as well just sit still and hope the skulk is blind.
My biggest annoyance is that Kharaa get off scott free. They shoot several bilebombs at their teamates? S'all good. Lerk spores Marine's spawn while Fades go in for the kill? S'all good. Onos charges into every damnable alien before finding the turret factory? S'all good. If you want TKs on for NS, then you'd better damn well add it to the Alien's team just as readily as the Marines. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
In two separate threads, I've specifically asked for actual usable tactics against grenade spamming. I've yet to get A SINGLE RESPONSE
With no TK, marines simply spread out and fire at each other, setting up an entire room of pure explosiveness which do no damage to each other or their structures. A solid wall of insta-gib goodness which miraculously harms nothing in the room
You can't always blink in and "take them out".
I've been insta-gibbed more than once. Teleport, look around, aim, swing, BOOM. Dead fade. Even an onos who has time to get in one Gore still gets chewed apart by the 3 dozen machinegun turrets in under 5 seconds, no chance to escape, even with level 3 carapace.
Under certain circumstances, there is simple NO DEFENSE against it, and the thing that gets me is the fact that, as I said, TWO THREADS I've asked for tactics against coordinated turtling+nade spamming and never got any replies. Even the devs know its unbeatable (or so it seems).
I agree, FF on for grenades! I may agree to "grenades simply don't blow up".
I much more agree, however, to FF=ON. Like someone said, it's not just shrapnel, its a shockwave too.
One thing about the FF on, why not enable auto temp kickbans for TK's? Is that part of the admin mod? It seemed pretty common in DoD to have FF on, but get 3 strikes for TK's, which can be forgiven by the victim.
you want a useable strat against grenade "spammers"? most grenade users unload all four nades at you in one volly, then they need to reload! want your solution to killing them? <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> yes that right, the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> with celerity so you move like lightning, if theyre in light armor, they are good as dead while reloading, heavy armor, I suggest you hit and run, run far away from their blasts, so they get lured out. if they dont come out, start flying in through vents and other doors, I've used leap, and celerity to zip around drawing fire for a team mate attacking the distracted marines and turrets for a good minute, certainly long enough to slaughter the nade user, and possibly take down the turret power source.
anyway this is all about BALANCING not giving the aliens more of a fricking edge, and as such I totally agree with Zarparchior.
I agree, Nades need all these things to stop the spamming!
Buttt, I also want to see all grenade like weapons on the alien side doing the same.
So, Bile Bombs, Acid Rockets, that nasty spray the lerks use, I want them all to damage other aliens/ to the alien that fired them.
Its only fair, its pretty damn hard to fight against that fade firing acid rockets into a marine base you know.
Worse then a gren launcher, they have to reload after four shots, a fade with energy regen... well, he can just fire till his finger hurts from holding down the button.
<!--QuoteBegin--Zarparchior+Nov 13 2002, 09:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zarparchior @ Nov 13 2002, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This man knows what he's talking about. I can't believe all of you want reverse TK damage?! Do you KNOW how many times my squad has been ambushed? When you hear that god-awful chomping sound, you just let loose lead and hope you eventually get the critter in your scope - teamates be damned. If this was implemented, I might as well just sit still and hope the skulk is blind.
My biggest annoyance is that Kharaa get off scott free. They shoot several bilebombs at their teamates? S'all good. Lerk spores Marine's spawn while Fades go in for the kill? S'all good. Onos charges into every damnable alien before finding the turret factory? S'all good. If you want TKs on for NS, then you'd better damn well add it to the Alien's team just as readily as the Marines. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well of COURSE put the TK damage on for aliens, too. Why the **obscenity** would we do it for only marines?
Comments
"Teamkilling on grenades always on": obviously scum would teamkill with this constantly.
"reverse teamkill damage": hell no, I've shot at aliens far too often to have some noob or nitwit jump into my line of fire and get me killed/steal my blasted weapon.
"grenades do not explode when team-mates are near": NO, see above, some dufus decides to run out into my line of fire again, and what happens? my frickin shots become worthless!
anyway once you alien players get the Onos(great name for the things, I know i'm always saying oh-no when I see em') its all over for the marines, grenades or not, I've fed around 20 grenades into an Onos before, and it just didnt want to go down.
what do I suggest? leave it the hell alone, I say things are fine the way they are,
if something gets done about the grenades, then perhaps the Onos should be nerfed like crazy too.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And what about the idea I have wrote. The grenades will damage the marine who fired them. This way he will not make from them a shield.
And Onos are not so superb. They are really good against marines, but marines are really good in killing all other forms od aliens.
My favorite is Fade with adrenaline, regeneration and cloaking (all level 3) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.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&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
EDIT: yea Onos are the badasses I make them out to be, it only takes two to completely destroy a marine base filled with turrets and marines completely upgraded.
Two Onos destroyed a base with marines and turrets? Then they were very good.
When we entered a marine base with 24 turrets and 2 marines (HA and HMG) we lived only 5 seconds and weren't able to destroy anything. At most they can survive some 10 to 15 seconds but that is not enough to destroy a complete base with marines.
"Teamkilling on grenades always on": obviously scum would teamkill with this constantly.
"reverse teamkill damage": hell no, I've shot at aliens far too often to have some noob or nitwit jump into my line of fire and get me killed/steal my blasted weapon.
"grenades do not explode when team-mates are near": NO, see above, some dufus decides to run out into my line of fire again, and what happens? my frickin shots become worthless!
anyway once you alien players get the Onos(great name for the things, I know i'm always saying oh-no when I see em') its all over for the marines, grenades or not, I've fed around 20 grenades into an Onos before, and it just didnt want to go down.
what do I suggest? leave it the hell alone, I say things are fine the way they are,
if something gets done about the grenades, then perhaps the Onos should be nerfed like crazy too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This man knows what he's talking about. I can't believe all of you want reverse TK damage?! Do you KNOW how many times my squad has been ambushed? When you hear that god-awful chomping sound, you just let loose lead and hope you eventually get the critter in your scope - teamates be damned. If this was implemented, I might as well just sit still and hope the skulk is blind.
My biggest annoyance is that Kharaa get off scott free. They shoot several bilebombs at their teamates? S'all good. Lerk spores Marine's spawn while Fades go in for the kill? S'all good. Onos charges into every damnable alien before finding the turret factory? S'all good. If you want TKs on for NS, then you'd better damn well add it to the Alien's team just as readily as the Marines. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
I've yet to get A SINGLE RESPONSE
With no TK, marines simply spread out and fire at each other, setting up an entire room of pure explosiveness which do no damage to each other or their structures. A solid wall of insta-gib goodness which miraculously harms nothing in the room
You can't always blink in and "take them out".
I've been insta-gibbed more than once. Teleport, look around, aim, swing, BOOM. Dead fade. Even an onos who has time to get in one Gore still gets chewed apart by the 3 dozen machinegun turrets in under 5 seconds, no chance to escape, even with level 3 carapace.
Under certain circumstances, there is simple NO DEFENSE against it, and the thing that gets me is the fact that, as I said, TWO THREADS I've asked for tactics against coordinated turtling+nade spamming and never got any replies. Even the devs know its unbeatable (or so it seems).
I agree, FF on for grenades!
I may agree to "grenades simply don't blow up".
I much more agree, however, to FF=ON. Like someone said, it's not just shrapnel, its a shockwave too.
One thing about the FF on, why not enable auto temp kickbans for TK's?
Is that part of the admin mod?
It seemed pretty common in DoD to have FF on, but get 3 strikes for TK's, which can be forgiven by the victim.
-Brew
most grenade users unload all four nades at you in one volly, then they need to reload! want your solution to killing them? <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> yes that right, the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> with celerity so you move like lightning, if theyre in light armor, they are good as dead while reloading, heavy armor, I suggest you hit and run, run far away from their blasts, so they get lured out.
if they dont come out, start flying in through vents and other doors, I've used leap, and celerity to zip around drawing fire for a team mate attacking the distracted marines and turrets for a good minute, certainly long enough to slaughter the nade user, and possibly take down the turret power source.
anyway this is all about BALANCING not giving the aliens more of a fricking edge, and as such I totally agree with Zarparchior.
Buttt, I also want to see all grenade like weapons on the alien side doing the same.
So, Bile Bombs, Acid Rockets, that nasty spray the lerks use, I want them all to damage other aliens/ to the alien that fired them.
Its only fair, its pretty damn hard to fight against that fade firing acid rockets into a marine base you know.
Worse then a gren launcher, they have to reload after four shots, a fade with energy regen... well, he can just fire till his finger hurts from holding down the button.
My biggest annoyance is that Kharaa get off scott free. They shoot several bilebombs at their teamates? S'all good. Lerk spores Marine's spawn while Fades go in for the kill? S'all good. Onos charges into every damnable alien before finding the turret factory? S'all good. If you want TKs on for NS, then you'd better damn well add it to the Alien's team just as readily as the Marines. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well of COURSE put the TK damage on for aliens, too. Why the **obscenity** would we do it for only marines?
Just pointing that out.