Not Being Able To Use Jp In Vents In 1.1
MrSNEAKY
Join Date: 2003-03-28 Member: 14968Banned
<div class="IPBDescription">if this is true and the drawback</div> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> Here's the prob I see so far with not being able to use jp in vents in NS v1.1 if this is true.OK say you are in a hive lots of turrets etc. defended well and there's a vent or 2 in the hive and there's an onslaught of Fades n lerks.Whatta gonna do?I beleive what a jetpacker would need to do is go up inna vent to a goodspot in some room or something and have the commander drop another cc and inf portal (res depending)while there is a barrage of attacks by fades,lerks,gorges etc.I can get to port engine and subspace on nancy from noname in about 25 secs cause I played the map so many times and know where all the vents go etc.So inna way taking this out for the rines would be a kinda a bad idea.In one game I had about 7 cc's setup in good places on nancy even in some of the hives with oc's n the aliens did not find one hehe.
Comments
Written by Eats:
<!--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-->Also why are marines not able to move through vents anymore without jp? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Flayra is adding in walk however apparently. Not being a pt or dev myself however, I cannot confirm or deny this information. I can only relay what I have read elsewhere in the forums.
what possesed flayra to change that?
what possesed flayra to change that?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Because think about it;
Marines before owned the vents more than the aliens did.
Does this make sense?... I mean, aliens really have no upper hand, and that definatly makes it rediculous.
You can kinda duck-strafe and suck-baclkwards move tho. But its like......slower then it should be.
Why can you crouch and move, but once you stop, you can no longer move forward?
At least be consistant, and make it so you can never move forward while crouched no matter what.
Rather than limiting the ability of marines to crawl in vents, why not just make spore a little more effective?
The disadvantage marines have in vents is that they can't move quickly. All you need is a brave lerk and you've got a couple of free kills. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> It would be even better if spore could be made volumetric.
Lerks could become the official vent clearers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
This would keep the option of a sneak attack through the vents open, but it would make it a lot more risky. If anyone noticed you, you'd get gassed, and there's no way you'd get out in time.
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if they could do this, we would allready have our flamethrower
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That would be a great way to get yourself stuck. Why not just make marines without a jetpack always use the clipping hull of a standing marine, even if they're crouching?
And volumetric spores... I like that idea way better. =)