Ingeniouse
Boy_Wonder
Join Date: 2002-11-11 Member: 8226Members
<div class="IPBDescription">I like 2.0</div> I just have to say this update was made very well.
The Onos no longer mean game over.
Commanders no longer have to suffer/worry about all their defences being eaten away by the fade's ranged attack (unless 3rd hive is up but usually HA by then).
Sensory chamber has gone from the least used to one of the most used.
Skulks are no longer invincible but have to stay in packs.
Gorges are no longer only 2 or 1 to a team. Also they are very good in some combat situations.
Lerks are about the same but a little more stealthy.
Games last real long and we are unsure of when game over is (dunno about you but i liked epic battles that last for long periods of time).
The only thing i would say that i would think that would need improving (dont flame just my opinion not stating anything):
1. Gorge's bile bombs arent really suited for gorges... most of the time gorges are in harms way: They need to be far away from the turrets range so it doesnt hit them. Usually gorges have to either be on a ledge to hit them and not be hit by them or be at the corner of the wall and hopefully the turrets wont see them. Most of the time the defences have phase gates and the marines go and kill the gorge if they see what hes doing. Really only time i see gorge use bile bomb is when melee dont want to touch electric recource caps or electric tf. The gorges should have like plague type bile bomb... they shoot once hit what they need to hit. I mean the plague doesnt have to last forever or do a lot of dmg but at least the gorges can gan respect that they helped toward the destruction of some defences. If commanders give welds to marines the marines can "weld off" the plague.
2.Pheremones have no real point to them... if you have sense fear you will know where hte guy is by just barely dmging him or by your team mates and most marines are at least injured once, pheremones are so close to where the marines are you might as well listen to where the marines are. I think the pheremones should be replaced with like night vision of some sort... kinda like how the marines and the base was all lighted up, but everything is in night vision.
The Onos no longer mean game over.
Commanders no longer have to suffer/worry about all their defences being eaten away by the fade's ranged attack (unless 3rd hive is up but usually HA by then).
Sensory chamber has gone from the least used to one of the most used.
Skulks are no longer invincible but have to stay in packs.
Gorges are no longer only 2 or 1 to a team. Also they are very good in some combat situations.
Lerks are about the same but a little more stealthy.
Games last real long and we are unsure of when game over is (dunno about you but i liked epic battles that last for long periods of time).
The only thing i would say that i would think that would need improving (dont flame just my opinion not stating anything):
1. Gorge's bile bombs arent really suited for gorges... most of the time gorges are in harms way: They need to be far away from the turrets range so it doesnt hit them. Usually gorges have to either be on a ledge to hit them and not be hit by them or be at the corner of the wall and hopefully the turrets wont see them. Most of the time the defences have phase gates and the marines go and kill the gorge if they see what hes doing. Really only time i see gorge use bile bomb is when melee dont want to touch electric recource caps or electric tf. The gorges should have like plague type bile bomb... they shoot once hit what they need to hit. I mean the plague doesnt have to last forever or do a lot of dmg but at least the gorges can gan respect that they helped toward the destruction of some defences. If commanders give welds to marines the marines can "weld off" the plague.
2.Pheremones have no real point to them... if you have sense fear you will know where hte guy is by just barely dmging him or by your team mates and most marines are at least injured once, pheremones are so close to where the marines are you might as well listen to where the marines are. I think the pheremones should be replaced with like night vision of some sort... kinda like how the marines and the base was all lighted up, but everything is in night vision.
Comments
And bile bomb is definately a support weapon, not a 1 man base destruction weapon.
Hence everyones using it.
if not, I think sensory would be an equal choice with the others, unlike now how everyone goes first with that.
A real shame because now I never get to use movement upgrades unless 3rd hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
As for Scent of Fear... Yes, it shows ALL marines, not just damaged ones. This was changed from 1.04... And yeah, I think the general consensus is that pheremones is next to useless compared to SoF.
<!--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--> I just have to say this update was made very well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, I really can't argue with that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I just got back from playing a game where the commander was at least putting down 40 turrets per lock down... which made me very angry because if i got in view of it at least once half my hp would be gone... I know what most of you people will say, " If they have that many turrets then you must be doing something wrong.." But we werent in fact we had 2 hives and we had 6 recource caps... its the fact that the marines had 1 hive locked down along with the 2 recource towers and everything was so well guarded that we couldnt touch them... so we waited untill they had pretty much all their marines HA and we were doomed...
Even if there was a gorge healing me i could not possible stand the shots from the turrets even if htey had 2 gorges near me... they had seiges near all their lock downs and they had HA and normal marines which were phasing in and out of ALL the phase gates.. If they have a good commander usually you will always see a marine pop out of the phase gate once you attack their defences... its plain not fair. Even if i try and play it stealth/safe i will do guerilla warfare by shooting the turret farms and then go and cloak but usually what happends is the HA armors will weld them up.... and they had motion tracking so even if i was cloaked they could tell where i last was so they would spam HMG bullets near the spot they last saw me.
P.S. I shot like 5 bile bombs in the middle of the turret farms and none of them were destroyed.... =(
I honestly have not seen bile bomb work effectively or help toward the big "W".
Turret farms can be a problem that not even the most determined alien team can stop. I have found many games where aliens capture like 6 resource nodes, marines only have 2, but they can match us for tech levels all the time. They do this by simply building up mass defences, then letting the spawning marines help defend them and save up res until they can get 6 HA+HMG and shotties. Sending this out against level 2 aliens means they will probably take another node at least.
However now its nearly impossible to get rid of farms... unless unguarded but usually commanders send their marines through the phase gates... also if you try to destroy the turret factory and the phase gates it not only takes 6 or more but usually the tf and the phase gates are build in the middle of the turret farm so you have to navigate your attack while you are getting shot while marines weld it and shoot at you! ITS LAME!
Why is it when marines get HA and seiges its end game REAL FAST and assured... but when aliens have 3 hives and 4 onos it takes about an hour to take out the marines? ITS BECAUSE TURRET FARMS!
However, unlike the aliens, the marines can very easily defeat that.
However, unlike the aliens, the marines can very easily defeat that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Drop a GL. Boom. End of spam.
Or, more easily accesible earlier in game, get siege, boom. end of spam.
Then begins a different kind of spam, either GL spam or turret farms......your choice.
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they will simply not digest, kill 2/3 marines the redem and the death of an onus will not change<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Damaging the marine a bit before an Onos redempts doesnt help anything. It only takes a couple clicks for the Comm to drop a healthpack and you've got a fresh marine.
In 1.04 I often lobbed bile with the fade by jumping forward while firing, that gave a nice boost to the bomb. Now, that doesn't seem to really help, the range is still short.