<!--quoteo(post=1728968:date=Sep 26 2009, 01:39 PM:name=steppin'razor)--><div class='quotetop'>QUOTE (steppin'razor @ Sep 26 2009, 01:39 PM) <a href="index.php?act=findpost&pid=1728968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Every time I come to this forum lately I leave feeling dissatisfied and annoyed<!--QuoteEnd--></div><!--QuoteEEnd-->
Just don't make a post about it with any spicy language or you will find your posts purged and your inbox full of self-righteous moderators' whines.
<!--quoteo(post=1729285:date=Sep 28 2009, 03:45 PM:name=Opprobrious)--><div class='quotetop'>QUOTE (Opprobrious @ Sep 28 2009, 03:45 PM) <a href="index.php?act=findpost&pid=1729285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just don't make a post about it with any spicy language or you will find your posts purged and your inbox full of self-righteous moderators' whines.<!--QuoteEnd--></div><!--QuoteEEnd--> This is CLEARLY an off-topic post and must be deleted. God-forbid the NS community should be exposed to such an abomination! Our fragile minds are very impressionable and we can't possibly deal with an off-topic post ourselves. Also, it is very important to keep all threads as close as possible to the original topic or else this forum will explode in a colorful show of rainbow pixels.
-Diesel- that's what I meant. The .22 minigun would make a lead wall by having a really high rate of fire. Who cares what you're shooting as long as you put a lot of bullets downrange.
<!--quoteo(post=1729294:date=Sep 28 2009, 11:14 AM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Sep 28 2009, 11:14 AM) <a href="index.php?act=findpost&pid=1729294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is CLEARLY an off-topic post and must be deleted. God-forbid the NS community should be exposed to such an abomination! Our fragile minds are very impressionable and we can't possibly deal with an off-topic post ourselves. Also, it is very important to keep all threads as close as possible to the original topic or else this forum will explode in a colorful show of rainbow pixels.
-Diesel- that's what I meant. The .22 minigun would make a lead wall by having a really high rate of fire. Who cares what you're shooting as long as you put a lot of bullets downrange.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1729285:date=Sep 28 2009, 09:45 AM:name=Opprobrious)--><div class='quotetop'>QUOTE (Opprobrious @ Sep 28 2009, 09:45 AM) <a href="index.php?act=findpost&pid=1729285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just don't make a post about it with any spicy language or you will find your posts purged and your inbox full of self-righteous moderators' whines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sometimes we also make collections of the funniest ones and laugh. Then we go home and cry alone. =(
<!--quoteo(post=1729557:date=Sep 29 2009, 06:29 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Sep 29 2009, 06:29 PM) <a href="index.php?act=findpost&pid=1729557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An Onos with a lot of carapace and gorge heal spray I'd imagine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really think that if the onos is to be the ultimate tank that it's meant to be it shouldn't just take one "heavy" with dual miniguns to take it down. We'd be back at square one all over again.
I think miniguns should shred skulks, gorges, lerks and to a degree fades, but the onos (front on anyway) should easily be able to overcome a lone heavy, even two or 3.
<!--quoteo(post=1729557:date=Sep 29 2009, 05:29 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Sep 29 2009, 05:29 AM) <a href="index.php?act=findpost&pid=1729557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An Onos with a lot of carapace and gorge heal spray I'd imagine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Please tell me umbra is still going to be implemented in some form. Or has it already been discussed somewhere else?
Starcraft 2 looks to be removing the dark swarm ability from the zerg, which was basically the coolest ability. If umbra is gone from ns2 I think I might cry.
Being able to deploy gas clouds is just about the sweetest thing ever. Especially if it helps your whole team kill marines better.
<!--quoteo(post=1729610:date=Sep 29 2009, 06:06 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 29 2009, 06:06 PM) <a href="index.php?act=findpost&pid=1729610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what balance factor could you possibly have for a death ray<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that's what the bone shield is for, to resist huge amounts of oncoming fire from immobile units (dual minigun heavies).
I'm sure there will be counters to the dual minigun heavy. UWE did make NS, so they know the importance of balancing things.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->What could resist from the power of dual miniguns ?<!--QuoteEnd--></div><!--QuoteEEnd-->
From the twitter:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Working with Cory to help design a 'lockdown' mode for the heavy/exoskeleton (lower recoil but must fire in one general direction).<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe this will apply to the dual minigun mechanic. It might be a good idea to have ridiculous recoil for the dual MGs. The "lockdown" will limit this recoil, but only provide a cone of fire. It'd be good for holding a static position, but pray to god something doesn't come at you from outside the cone. I was also thinking that the ability to wield two powerful weapons should limit the use of other equipment, such as pistols, grenades, and whatever else would balance out the damage.
So one minigun would equal a lot of versatility, but less volume of fire. Two miniguns would basically put the marine in an almost static defense/cover/support role. She/he can throw down lots of damage from a stationary vantage point, but they cannot maneuver nearly as well as any other marine "class," and are limited in equipment options.
<!--quoteo(post=1729610:date=Sep 29 2009, 07:06 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 29 2009, 07:06 PM) <a href="index.php?act=findpost&pid=1729610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what balance factor could you possibly have for a death ray<!--QuoteEnd--></div><!--QuoteEEnd-->
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1729819:date=Sep 30 2009, 12:25 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Sep 30 2009, 12:25 PM) <a href="index.php?act=findpost&pid=1729819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->haha, that will teach dux to make sarcastic posts<!--QuoteEnd--></div><!--QuoteEEnd--> I think that's wishful thinking.
Maybe this will apply to the dual minigun mechanic. It might be a good idea to have ridiculous recoil for the dual MGs. The "lockdown" will limit this recoil, but only provide a cone of fire. It'd be good for holding a static position, but pray to god something doesn't come at you from outside the cone. I was also thinking that the ability to wield two powerful weapons should limit the use of other equipment, such as pistols, grenades, and whatever else would balance out the damage.
So one minigun would equal a lot of versatility, but less volume of fire. Two miniguns would basically put the marine in an almost static defense/cover/support role. She/he can throw down lots of damage from a stationary vantage point, but they cannot maneuver nearly as well as any other marine "class," and are limited in equipment options.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1728726:date=Sep 24 2009, 08:50 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 24 2009, 08:50 PM) <a href="index.php?act=findpost&pid=1728726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought we covered this somewhere else, but maybe not.
As it stands now, the marine's weapon arsenal consists of the melee weapon, pistol, assault rifle, grenade launcher attachment for the assault rifle, shotgun, flamethrower, and minigun.
Comments
Just don't make a post about it with any spicy language or you will find your posts purged and your inbox full of self-righteous moderators' whines.
This is CLEARLY an off-topic post and must be deleted. God-forbid the NS community should be exposed to such an abomination! Our fragile minds are very impressionable and we can't possibly deal with an off-topic post ourselves. Also, it is very important to keep all threads as close as possible to the original topic or else this forum will explode in a colorful show of rainbow pixels.
-Diesel- that's what I meant. The .22 minigun would make a lead wall by having a really high rate of fire. Who cares what you're shooting as long as you put a lot of bullets downrange.
-Diesel- that's what I meant. The .22 minigun would make a lead wall by having a really high rate of fire. Who cares what you're shooting as long as you put a lot of bullets downrange.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah makes sense.
Sometimes we also make collections of the funniest ones and laugh. Then we go home and cry alone. =(
And now, back to mini-guns and ARs.
I really think that if the onos is to be the ultimate tank that it's meant to be it shouldn't just take one "heavy" with dual miniguns to take it down. We'd be back at square one all over again.
I think miniguns should shred skulks, gorges, lerks and to a degree fades, but the onos (front on anyway) should easily be able to overcome a lone heavy, even two or 3.
Please tell me umbra is still going to be implemented in some form. Or has it already been discussed somewhere else?
Starcraft 2 looks to be removing the dark swarm ability from the zerg, which was basically the coolest ability. If umbra is gone from ns2 I think I might cry.
Being able to deploy gas clouds is just about the sweetest thing ever. Especially if it helps your whole team kill marines better.
I think that's what the bone shield is for, to resist huge amounts of oncoming fire from immobile units (dual minigun heavies).
I'm sure there will be counters to the dual minigun heavy. UWE did make NS, so they know the importance of balancing things.
From the twitter:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Working with Cory to help design a 'lockdown' mode for the heavy/exoskeleton (lower recoil but must fire in one general direction).<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe this will apply to the dual minigun mechanic. It might be a good idea to have ridiculous recoil for the dual MGs. The "lockdown" will limit this recoil, but only provide a cone of fire. It'd be good for holding a static position, but pray to god something doesn't come at you from outside the cone. I was also thinking that the ability to wield two powerful weapons should limit the use of other equipment, such as pistols, grenades, and whatever else would balance out the damage.
So one minigun would equal a lot of versatility, but less volume of fire. Two miniguns would basically put the marine in an almost static defense/cover/support role. She/he can throw down lots of damage from a stationary vantage point, but they cannot maneuver nearly as well as any other marine "class," and are limited in equipment options.
Some guy said like the mech from district 9...
Wouldn't it be too big?
And I'd rather a lerk and fade reveal before a HA reveal anyway ;)
a life shield!
I think that's wishful thinking.
Maybe this will apply to the dual minigun mechanic. It might be a good idea to have ridiculous recoil for the dual MGs. The "lockdown" will limit this recoil, but only provide a cone of fire. It'd be good for holding a static position, but pray to god something doesn't come at you from outside the cone. I was also thinking that the ability to wield two powerful weapons should limit the use of other equipment, such as pistols, grenades, and whatever else would balance out the damage.
So one minigun would equal a lot of versatility, but less volume of fire. Two miniguns would basically put the marine in an almost static defense/cover/support role. She/he can throw down lots of damage from a stationary vantage point, but they cannot maneuver nearly as well as any other marine "class," and are limited in equipment options.<!--QuoteEnd--></div><!--QuoteEEnd-->
This sounds pretty awesome. I like it already!
As it stands now, the marine's weapon arsenal consists of the melee weapon, pistol, assault rifle, grenade launcher attachment for the assault rifle, shotgun, flamethrower, and minigun.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
How about hand grenades and mines?