Building on IP
KazaQ
Join Date: 2003-06-24 Member: 17667Members
<div class="IPBDescription">Needs fixing</div> I was supprised today when I saw a gorg build an offence tower on a marine ip...
Needless to say any marine who spawned couldnt move and was stuck on the ip to be cruely taunted by my whole team..
IM NOT SAYING THIS SO YOU CAN GO DO IT!!! DONT ITS BAD!
What I am saying is taht ns team guys can you fix this and make it so things cant be built on top of an infantry portal?
Needless to say any marine who spawned couldnt move and was stuck on the ip to be cruely taunted by my whole team..
IM NOT SAYING THIS SO YOU CAN GO DO IT!!! DONT ITS BAD!
What I am saying is taht ns team guys can you fix this and make it so things cant be built on top of an infantry portal?
Comments
Lets just say the infestation got over the top too much shall we? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
And, heh, I've done this all the time, ever since 1.03 (when I started). It's all in good fun... Heck, once, 'rines relocated to reactor (Tanith), but put the portal (just one) in the corner, so I dropped three OCs from the vent and locked in 'rines... GG. Extremely funny too.
[edit] edited for clarity[/edit]
2- It's called bind a key to /stuck ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
NEXT.
Also I thought that 2.0 was about getting rid of all the known exploits? Why not this one too?
its also very funny
its also very funny <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's funny, for about 30 seconds as a marine. Then you get **** off. Then, you exit to server. I don't see it as fun, I see it as an "exploit". I also don't get this, "If you let it happen, you deserve it." I've got 2 arguments against that.
1) It is possible to either sneak in there, and do it without being noticed, OR to do a speed attack, and get thier only ip as skulks rush in. Early rushes suck, and this is the perfect companion to that!
2) It doesn't allow for late game comebacks, which I thoguth was a 2.0 "feature".
Eh, I think it's wrong, simple as that. Then again, it ain't up to me, is it?
2- It's called bind a key to /stuck ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
NEXT. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
amen
2- It's called bind a key to /stuck ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
NEXT. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Unless I'm missing something here, /stuck is part of a plugin and not part of standard NS.
Anyway, please don't post exploits on the forums, PM them to the forum operators or the developers.
Max
hahahah
And, about phasegates, everyone can block it just by squatting on it. So, for all the comms out there, do NOT put your tfac next to the phasegate.
omg... I just HAVE to try this one out, just for "teh funnay" factor it has (don't worry, I won't make it a habit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
By the way, the collision code as of 2.01c kills you when you get half stuck... nothing more annoying then jumping between 2 turrets as a HA HMG and in less than a mili second dying... so incredibly annoying.
ive lost count of the number of times ive been fragged by them....usually becuase the armourys right next to it...im sure they have a ridiculously high fragging range as well.
For real how bad of a player/team do you have to be to allow this to happen?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Maby we should take skulk bite out and change it to "lick" so that marines will feel happy and cuddled by cute little aliens?
You all realize that even when cloaked stuctures are visable for a good 5 seconds? If you have ANY defense at you base this should never happen, never, NEVER.
Hell, why should we EVER destroy their IP's anyway? I mean, if you let aliens come in and destroy all your stuff, you <b>deserve</b> to be reemed over and over again like the b*tches you are.
Hell, if seige turrets didn't destroy hives automatically, I'd do it to aliens too. That's even funnier! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<b>Edit:</b> Does the new collision code prevent Gorges from accidentally dropping chambers in resource nozzles?
Not true. A skulk can distract turrets long enough to allow a gorge to drop two chambers and have them cloak. Or, gorges can actually distract the turrets themselves.
That said, sieges prevent this.
Anyway, please don't post exploits on the forums, PM them to the forum operators or the developers.
Max <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks Max, you've just confirmed this is an<span style='color:red'> exploit</span> not a 'clever tactic'. Thats one arguement sorted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->