Minor Problems
Volmarias
Join Date: 2002-05-04 Member: 577Members, Constellation
<div class="IPBDescription">A.K.A. Thinks that really annoy me</div> [edit]Yes, I spelled that "thinks". shush.
Now, before I even write the first sentance, I know that this entire thread is going to be flamebait. However, I'd like to point out that these are things that really friggin tick me off, and hope they get fixed, because otherwise its becoming a REAL pain in the ****....
1) The phantom attack
Anyone ever play as a gorge trying to fling a ton of bile bombs at the marines? You get off four real quick, then you have to wait while you re-vitalize yourself. This is fine and dandy, but I've notice that if you attempt to attack JUST BEFORE you have enough energy you end up using all your energy, and shooting out nothing. This works with all alien attacks; its a real pain in the **** to xenocide, then attempt to leap through the air with the greatest of ease towards a group of marines only to watch your energy constantly reset itself from this bug up to the point where you explode harmlessly 30 feet away. I very much hope this bug gets fixed.
2) The leap/bite fix
From what I can tell, the "fix" to prevent leap/bite cheese involves the client informing the server that it is changing weapons/attack method, and waiting for the server's response before actually changing. The problem is, sometimes the information informing me, ok, I've changed attack modes gets lost in the shuffle (particularly in high latency situations) so I end up, as a skulk, biting furiously in the direction of a conveniently located vent rather than leaping towards it, and ending up having this fellow finish me off easily while I bite the sky: <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> . I understand that the leap/bite exploit needed to be fixed, but I'm SURE there was a better way which doesn't diminish my LEGITIMATE play abilities.
3) Turtle marines + long hallways + grenades + lots of turrets = Indestructable
90 minutes into a game on ns_eclipse, I just decided to F4, spectate, take screenshots of the marine base. You can find them in link form here:
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified1.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified1.jpg</a>
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified2.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified2.jpg</a>
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified3.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified3.jpg</a>
Those are a LOT of turrets. Not pictured: Grenade launchers spamming the hallway, lmgs shooting stragglers, onos dying within 5 seconds of entering the base, completely unable to cause damage which isn't immediately welded to full health in less than that 5 seconds.
Screw co-ordinated attacks, if we can't even get in the front door we can't very well attack. Normally, marines in marine spawn with aliens at 3 hives and controlling the rest of the map means 15 minutes of annoying attrition before the end comes, but the commander in this game ended up skillfully delaying us long enough that he was able to completely and utterly fill the base with turrets that couldn't be reached. At this point, he was able to equip heavies and begin assaults anew. I'm sure the game is still going on at this point.
The point I'm trying to make is, considering that onos don't have that special v1 charm of causing fear and being nearly impossible to kill, is there anyone willing to make suggestions on how to end this particular game? Please, dont' give me answers like "COMBINED ARMS DUMMY LOLOLOL" because then I will be sad since we tried that. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Now, before I even write the first sentance, I know that this entire thread is going to be flamebait. However, I'd like to point out that these are things that really friggin tick me off, and hope they get fixed, because otherwise its becoming a REAL pain in the ****....
1) The phantom attack
Anyone ever play as a gorge trying to fling a ton of bile bombs at the marines? You get off four real quick, then you have to wait while you re-vitalize yourself. This is fine and dandy, but I've notice that if you attempt to attack JUST BEFORE you have enough energy you end up using all your energy, and shooting out nothing. This works with all alien attacks; its a real pain in the **** to xenocide, then attempt to leap through the air with the greatest of ease towards a group of marines only to watch your energy constantly reset itself from this bug up to the point where you explode harmlessly 30 feet away. I very much hope this bug gets fixed.
2) The leap/bite fix
From what I can tell, the "fix" to prevent leap/bite cheese involves the client informing the server that it is changing weapons/attack method, and waiting for the server's response before actually changing. The problem is, sometimes the information informing me, ok, I've changed attack modes gets lost in the shuffle (particularly in high latency situations) so I end up, as a skulk, biting furiously in the direction of a conveniently located vent rather than leaping towards it, and ending up having this fellow finish me off easily while I bite the sky: <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> . I understand that the leap/bite exploit needed to be fixed, but I'm SURE there was a better way which doesn't diminish my LEGITIMATE play abilities.
3) Turtle marines + long hallways + grenades + lots of turrets = Indestructable
90 minutes into a game on ns_eclipse, I just decided to F4, spectate, take screenshots of the marine base. You can find them in link form here:
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified1.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified1.jpg</a>
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified2.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified2.jpg</a>
<a href='http://www.eden.rutgers.edu/~supervol/images/fortified3.jpg' target='_blank'>http://www.eden.rutgers.edu/~supervol/imag.../fortified3.jpg</a>
Those are a LOT of turrets. Not pictured: Grenade launchers spamming the hallway, lmgs shooting stragglers, onos dying within 5 seconds of entering the base, completely unable to cause damage which isn't immediately welded to full health in less than that 5 seconds.
Screw co-ordinated attacks, if we can't even get in the front door we can't very well attack. Normally, marines in marine spawn with aliens at 3 hives and controlling the rest of the map means 15 minutes of annoying attrition before the end comes, but the commander in this game ended up skillfully delaying us long enough that he was able to completely and utterly fill the base with turrets that couldn't be reached. At this point, he was able to equip heavies and begin assaults anew. I'm sure the game is still going on at this point.
The point I'm trying to make is, considering that onos don't have that special v1 charm of causing fear and being nearly impossible to kill, is there anyone willing to make suggestions on how to end this particular game? Please, dont' give me answers like "COMBINED ARMS DUMMY LOLOLOL" because then I will be sad since we tried that. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Comments
Against heavies, xenocide is primarily a support weapon. Run in, xeno, and then let oni eat the split apart 'rines (or pushed together, if that's what you want). Or, split them apart as they try to weld each other against a fade's acid spam.
And, of course, you can xeno in groups. Sick stuff, my friend and I dropped from the ceiling against 6 la marines, both xenocided simultaneously and managed to get all 6 (we spread apart a bit).