1.04b Impressions

geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
edited January 2003 in NS General Discussion
<div class="IPBDescription">Based on having actually tried a beta..</div> Played around on 1.04b for a few games. Perhaps not really enough to form an informed assessment, but so far my impression is thus:

Aliens still have a fundamental advantage in that those Fades are pretty nasty. They haven't gotten much weaker from 1.03. In one game my entire team of marines was pretty much salughtered by an entire team of fade/lerks. We had full weapon/armor upgrades, a few grenade launchers and HMG. However, it just wasn't enough. It took a little longer than usual, but the Aliens were able to remove some of our remote turret emplacements. Perhaps if we had brought in more jetpacks and heavy armor the tide may have turned.

Thus, the rules of the game are the same: Take two hives before the aliens do, or lose. However, it is a bit harder for the marines to rush hives using phase gate tactics since phase gates cost a little more and skulks can kill them faster. My team nonetheless managed to lock down two hives, but unfortunately the com didn't notice that one of the hives had it's turret defences taken out. That's why we ended up taking on fades.

The good news for the Marines is that balance on the battlefield has been bumped just a bit towards Marines. Marines seem just a bit better at holding what they have. The acid rockets still hurt, but their missed shots don't damage you as easily - I've done pretty good exchanging fire pistol versus acid rocket at long range, although the fade is too durable to be easily taken down this way. Grenade Launchers are scoring more kills than they were before, but of course they're not good for close up fights so you can't use them to defend effectively when the aliens rush. Which, since the acid rockets aren't quite as effective, the aliens did alot. I went down to fade claws more time than I want to remember.

So far in the games I have been in I noticed the Aliens seem to have a big resource advantage. In the first game I was in there was some Marines saying that they think the aliens might have been exploiting. However, in the Alien game I played I didn't notice any faster resource income than normal. Nonetheless, I seemed to be running into more offencive chambers than usual.

Overall assessment so far: A definate improvement (especially having to use phase gates). Not perfect, but then, what is? I think we'll see some more interesting games as a result of 1.04's changes, but Fades still seem a little overpowered to me.
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Comments

  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    In response to the beginning of his post about the Comm not noticing stuff getting taken out: the minimap sux at refreshing. I remember trying to comm thinking that the No Name hive was still built up cuz the minimap said so. I panned over the area to see that I was very wrong.

    Can this be addressed? Or that supposed to be like that?
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    If the com's smart he'll hear "turrets firing" or "structure under attack", hit space and see where the problem is. THis com was competant enough to get the structures built and tell the marines to go where they needed to go, but otherwise he didn't demonstrate much situational awareness.

    Your right though, the minimap doesn't seem to update much at all. This is probably a known missing feature.
  • LarofeticusLarofeticus Join Date: 2002-10-30 Member: 1764Members
    i remember hearing the minimap will be fixed in the client patch
  • doctorskizodoctorskizo Join Date: 2002-07-31 Member: 1035Members, Constellation
    So far I really like .04 because there's more of the close quarter combat scenarios. There's fewer cases where now where the automated weapons do the work. That's crazy....real skill is involved [ooh wee]. I realize there the resource exploitation problems that still linger but besides that, the game is getting better and better every time.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited January 2003
    The problem remains that the Aliens hit their midgame (I really call it the endgame, because they need nothing else; Onos is just cake) far, far too fast and the Marines take way too long to get there.

    Basically, the "two-Hive game" means that Aliens only have to take over ONE position to hit their "stride" while the Marines have to capture TWO and most likely STILL hold their base unless they rush directly to a Hive and build there.

    With 7 buildings and 164 resources after the game starts the Aliens are ready to end the game and win. 1 Hive + 3 Defense Chambers + 3 Movement Chambers = Fully upgraded Aliens. Then 48 resources per player to go Fade with Adren/Carapace.

    Fully upgraded Marines = Armoury + Armoury Upgrade + Arms Lab + 3 Weapon Upgrades + 3 Armour Upgrades + Heavy Armour Researched + Observatory + Motion Tracking Researched. PLUS handing that out to everyone: 25 (HA) + 25 (HMG) + 10 (Welder). 60 resources per player. This also doesn't include Infantry Portals...

    Basically...the upgrades for Marines cost too much and come to slow to deal with how fast the Aliens can get Fades, their only real needed "top end". The Phase Gate Rush and the Siege Rush really remain the only effective chance a Marine team has of winning. They just have a greater chance of failing now and thus dooming the Marines to lose.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I may be alone on this but I think they really ought to wait for the client patch before they tweak the balance much. The effect that a dramatically improved commander interface could have on the game would be enormous. I cant help but feel like all this hard work at balancing is going to have to be scrapped.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I agree to you. Marines should reach midgame sooner. But not much. The problem is, no the balance is a LITTLE bit on the alien side. not much, but its enough that they always win.When you change to much the aliens will always lose.. for shure
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    <!--QuoteBegin--geldonyetich+Jan 5 2003, 10:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (geldonyetich @ Jan 5 2003, 10:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Played around on 1.04b for a few games. Perhaps not really enough to form an informed assessment, but so far my impression is thus:

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i stopped reading there
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Wow. I guess I do live in kind of a rarefied world in that I usually play on a passworded server. I generally don't comm because it's a bunch of work and there's no fun shooting and rendering the whole map makes my poor radeon choke.

    But!

    When I <i>do</i> comm, I generally make a <i>point</i> of giving the aliens two hives, since it's no fun if you don't. I commed ns_caged earlier tonight. Here's what you do:
    -grab one hive
    -grab every single RT on the map (or as close as possible) with 1 or 2 wandering marines
    -have the rest keep the aliens busy by hitting their other hive constantly
    -upgrade like mad

    The mid-endgame was a furious running battle of about 6 or so HA with HMGs and nades destroying their first hive, then their second, then them destroying our spawn, then us rebuilding our spawn in their first hive, then finally taking down gen (their last hive, which was the one we had grabbed in the beginning).

    In other words - properly equipped HA own the bejeezus out of fades. The naders destroy the lerk or lerks and the HMG guys cut down the fades. As long as they keep welding each other and the comm keeps health/ammo spawning, a mob of HA is hard to beat.

    You get that mob by grabbing res like a madman.

    Nerfing sieges won't matter so much to me since they'll be what I think they should be - a defensive measure first and an offensive measure second. Hell, I never even upgraded a fac in that game. And before you say anything about skill levels, it isn't true. All the people playing on that server are average to good, and organization existed on both sides. They got gen and our spawn by using coordinated fade/lerk/gorge groups, etc.

    People don't hit the marine midgame because they putter around in their spawn and their hive or hives.

    -Kavasa
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    It is that kind of game that I want to hear about, Kavasa. Nice to know they exist. I've had one of those myself as commander on hera! Yeah, we won! Locked down one hive quite late, but had already then grabbed some nodes around and defended them with marines. I put up the research for my men, and we went to assult their 2nd hive. A might battle ensued, with our little phase gate outpost under heavy attack. It fell, but a marine meticulously climbed back up there and we rebuilt the base. Fades, lerks, it was bloody. And we got as far as HA HMG rines but then the server crashed as we were about to wringe the last hive out of their poor skulky hands.

    In that game, they HAD their 2nd hive and they HAD their fades but we TOOK IT! Come patch 1.04 I'd most likely had saved 1 set of upgrades and tried to give my men a nader to clear out with.
  • TanKz0rTanKz0r Join Date: 2003-01-04 Member: 11824Members
    when ur comm and some calls for like medic pack it should show a lil sign or something on the mini map
    so its easyer for the commander
  • L3TUC3L3TUC3 Join Date: 2002-11-03 Member: 5770Members
    tankz0r, yea it should.

    On a side note. wrong forum.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    *Still in wrong forum*

    A better idea would be a small list of player names on a separate panel, coloured based on their current health level (green,yellow,red as on them now) and clicking on their name goes to that marine. This would also make locating people who don't use the radio commands easier as well, as you could just click on the appropriate marine.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--QuoteBegin--Catgirl+Jan 5 2003, 01:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catgirl @ Jan 5 2003, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem remains that the Aliens hit their midgame (I really call it the endgame, because they need nothing else; Onos is just cake) far, far too fast and the Marines take way too long to get there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    this is strange, in 1.03 almost every marine side I played against had a competant commander, and the aliens would never be able to get the second hive without a fight. The marines would be right outside just as the second hive was about to go up. I can't see in 1.03 OUT OF EXPERIANCE with good commanders, how the marines are supposedly too slow to the midgame. Even with a gorge saving souly for the second hive, the marines very rarely get to the second hive any later than when that gorge is about to put it up.

    Are you saying that the marines have been slowed down in 1.04?

    -Lee
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    It is just a little hardier and riskier for marines to phase gate rush in 1.04 because the phase gates cost more and are easier to kill. However, I haven't noticed a major slowdown - a capable group of marines can still hive rush two hives relatively effectively.
  • andyamlandyaml Join Date: 2002-11-15 Member: 8830Members
    Personally, I'd like to see the splash damage radius for bilebomb get trimmed down a bit for the next patch. I mean, it kinda sucks when a fade shoots one, only to get damaged when you're not even in the acid explosion. It should be so that you only take damage when you're actually inside the explosion, and not 3 meters away from the edge of it.
  • NutheaDNutheaD Join Date: 2002-11-08 Member: 7703Members
    If youve picked a nade launcher in 1.04b you will notice how much kharaa caboose it kicks. This can really stop a bunch of fades in there tracks now, due to the fact that about 3 shots will take them down regardless of carapace, umbra etc.

    Also,
    resources seem to flow much faster in 1.04b now. Marines are able to hit get there midgame crap much faster than before.
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    <!--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-->TanKz0r Posted: Jan 5 2003, 06:12 PM  

    when ur comm and some calls for like medic pack it should show a lil sign or something on the mini map
    so its easyer for the commander  
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Pressing your "jump" key will immediately shift your commander view to the marine that yells for ammo or health. Sheesh!
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    <!--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-->Pressing your "jump" key will immediately shift your commander view to the marine that yells for ammo or health. Sheesh!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Um, yeah... Or, what it actually does is pop you to the room there 2-3 marines are milling around, one of which called for help. With a little first aid symbol, you'd know right off who needed it.

    I also like the idea of having a list of your marines on the side of the comm hud. Possibly allowing the comm to select from the names as well.
  • WeedkillerWeedkiller Join Date: 2002-11-22 Member: 9644Members
    And it would be really nice to place people in subgroups (either using ctrl + an number, or having a list of groups down the side of the screen).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I see lots of people claiming aliens are unfair:

    They are not.

    In clan matches, marines win 90% of the time right now.

    How does that make marines unfair?

    It's more like that the marines are harder to play, that's all.

    However, when executed properly, the marines rule.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Uh...in clan matches Marines win 90% of the time in less than 5 minutes...that's why. They don't win for superior teching, or for building faster than the Aliens. They win by Phase Rushing their Hive and using their superior spawning to shoot them down.

    "Okay guys, I can hear where their Hive is, so we rush there and Phase, then just overrun them with our twice-as-fast spawning."
  • cybranglcybrangl Join Date: 2002-12-30 Member: 11605Members
    I don't play clan matches, but public server the aliens win most of the time. I think one of the biggest issues in midgaime is the umbra. With the amount of damage that blocks it makes a high health fade near impossible to kill.
    If the timining is off on taking the second hive, you don't have enough time (mostly) to get both HA and HMG before they are all over the base and any supporting structures. Umbra is a nice 3rd hive skill, making it neccessary to get all three by either team to win.
    Personally I think there is a balance issue in the turrents. They have too much health and cost too much. Lesser cost would allow for marines to grab resources easier and lessor health would allow aliens to kill them faster. This would put more back and forth back into the game. Once marines loose a small farm of turrents it is costly and time consuming to take the resource back. The offensive chambers go up much faster and tend to be more effective because a few of them can completely block marines from getting by while aliens can run by turrents while taking minimal damage (ever see skulks rush a turrents base without one near command chair?).
    A nice idea for a future version might be to have some marine structures that get a portion of the resources from the pool. These structures would then give out items upon request, to free up the commander. It might be a set level or settable by the commander. Thus Ha or HMG could be simply "requested" from the sturcture if that structure has enough resources to produce one. Welders would make a good example here, and possible jetpacks.
  • Boy_WonderBoy_Wonder Join Date: 2002-11-11 Member: 8226Members
    <!--QuoteBegin--Forlorn+Jan 6 2003, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 6 2003, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I see lots of people claiming aliens are unfair:

    They are not.

    In clan matches, marines win 90% of the time right now.

    How does that make marines unfair?

    It's more like that the marines are harder to play, that's all.

    However, when executed properly, the marines rule.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yea, its because clan matches you are dedicated which makes it fun, but if you go into a public server most people want to be aliens because they have more options they are basicly more fun.... While marines its.. build shoot defend shoot. See, i really think that it would make marines tons cooler if they had more options but not to where it gets really lame though
  • SphericalSpherical Join Date: 2003-01-05 Member: 11864Members
    Ok, I've only played 1.04 on pub servers, but here's a few thoughts on umbra and the new grenade launchers:

    First off, fades with umbra support have been and continue to be a ridiculously effective combination. The effectiveness of umbra was reduced in 1.04, but only by about 3%. Honestly, I don't know why they bothered. What I <b>have</b> seen commanders do to counter umbra (in 1.04) is to be liberal with the grenade launchers-- to the point where the few HMGs are just on cleanup crew in case a skulk gets through.

    But grenades seem to have been made a little too useful. Not only was the damage increased back to a base of 200, but since weapons upgrades now affect grenades, they effectively do 260-- a full eighty points higher than the 180 grenades were reduced to in 1.01. Why exactly the devs not only restored their earlier cuts, but heaped piles of extra damage on, I don't know. Maybe it was to provide a counter to umbra... but it counters a lot more than umbra. I've seen at least one reasonably miserable commander fight back fades by doing nothing more than throwing GLs at his players. And maybe it's my imagination, but if feels like the damage radius has increased. As a skulk I was getting repeatedly killed just standing at the end of a hallway where a combat was occuring. Does anyone know if grenades have a set radius, or does the damage just reduce by a set amount per unit of distance? In other words, did upping the damage neccesarily increase the blast radius?

    I'm tempted to say that the saving grace (for the aliens) is the seige turret nerf, but I'm not sure it is. It does mean that hives last longer, but it makes combat miserable-- every time a HA marine bursts around a corner at you, there are only two options. Either you have no defenses to help you, and you're probably done for, or you have defenses, which are immediately seiged while you're next to them, and you're probably done for. Yes, it extends the game, but I'm honestly not sure if it's a nerf or a present.

    ~Spherical.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--PetitMorte+Jan 6 2003, 12:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PetitMorte @ Jan 6 2003, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->Pressing your "jump" key will immediately shift your commander view to the marine that yells for ammo or health. Sheesh!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Um, yeah... Or, what it actually does is pop you to the room there 2-3 marines are milling around, one of which called for help. With a little first aid symbol, you'd know right off who needed it.

    I also like the idea of having a list of your marines on the side of the comm hud. Possibly allowing the comm to select from the names as well.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    also weedkiller <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> i have the exact same thot as u

    petitmorte.. nice ideas.. even when u jump u hafta check who needs health if u are being liberal wif the health packs (putting only one) and not spamming....

    also...

    HOW ABOUT THIS: MAKE UMBRA SEMI PERMEABLE AGAINST GL DMG... MEANING... no matter wut... GL will ALWAYS do dmg to umbra... but lets say.... the GL only does 60-75% dmg.. INSTEAD of reducing it give umbra an extra use .. THEREFORE encouraging aliens to spread out their classes! im serious.. does nyone think this would work... or perhaps configuring umbra to some certain way... along those lines...
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--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-->With 7 buildings and 164 resources after the game starts the Aliens are ready to end the game and win. 1 Hive + 3 Defense Chambers + 3 Movement Chambers = Fully upgraded Aliens. Then 48 resources per player to go Fade with Adren/Carapace.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is hardly the case. Sufficient OC's and DC's have to be built to keep the phase rushers out of the hive, multiple Res Cmbr's also need to be built. Have you ever seen whant happens to am 8 player alien team that gets a second hive up with only 2 Res Cmbr's? Everyone sits and waits for fades and the marines just wind up siegeing a hive. The problem is generally turret happy commanders.

    Also, marines suffer greatly from a lack of teamwork. IMHO it works like this: Marines need good teamwork to win, Aliens only need teamwork to beat a well coordinated Marine team. This is the problem with pubs and nothing but a shift in player attitudes will fix it.

    ok 1.04b,

    My only question is, grenades aren't going to be the massive building killers they once were will they? They are great for chasing away fades and killing those farting lerks, but I hope they won't be back the way they were before.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Archzai+Jan 6 2003, 11:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Archzai @ Jan 6 2003, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->HOW ABOUT THIS: MAKE UMBRA SEMI PERMEABLE AGAINST GL DMG... MEANING... no matter wut... GL will ALWAYS do dmg to umbra... but lets say.... the GL only does 60-75% dmg..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    One of the intended drawbacks of umbra is that it will NOT protect from GL (or knife, etc.). If you now make it protect from GL because the GL is improperly balanced, you just enter an arms race. The answer is not to make the umbra invincible, it is to correct the GL so it is not so overpowered. Every "feature" should have some drawback, otherwise things would get way unbalanced.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Aaron+Jan 6 2003, 10:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 6 2003, 10:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Archzai+Jan 6 2003, 11:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Archzai @ Jan 6 2003, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->HOW ABOUT THIS: MAKE UMBRA SEMI PERMEABLE AGAINST GL DMG... MEANING... no matter wut... GL will ALWAYS do dmg to umbra... but lets say.... the GL only does 60-75% dmg..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    One of the intended drawbacks of umbra is that it will NOT protect from GL (or knife, etc.). If you now make it protect from GL because the GL is improperly balanced, you just enter an arms race. The answer is not to make the umbra invincible, it is to correct the GL so it is not so overpowered. Every "feature" should have some drawback, otherwise things would get way unbalanced.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    but by making it semi permeable... only decreases dmg.....
    but the aliens in umbra still RECIEVE 60-75% or wutever the value of dmg... AT LEAST 60%

    this way.... aliens who dont get lerks will get fried.. and aliens wif lerks and umbra will stil get a BIT of help.. .

    it encourages the use of LERKS... and not PURE fades.... therefore balancing the game in another way...
    secondly, it lets us keep the current GL dmg.... without changing that... i never said make umbra invincible to knife....
    nor did i say make it totally invincible to GL dmg... i jus said reduce a BIT to keep lerks in use
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Naughty Brembo+Jan 6 2003, 04:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Jan 6 2003, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Pressing your "jump" key will immediately shift your commander view to the marine that yells for ammo or health. Sheesh!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And what if 3 marines scream for waypoints at the same time, where do you then end up looking?

    Sheesh!
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