Longest Combat Match?
Thaldarin
Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">Beta 2 ... Gorge ... Long Matches ...</div> I was wondering what peoples longest combat matches were? I'm also having a bit of a moan at the same time. I got a soar bum and have to had 3 bathroom breaks during a long long match, which we won as marines ...
Oh and another little whine/suggestion. If level and upgrades stay after rejoining a match, so should score/kill/deaths.
[edit]Personal flame from Flurz "Flurz:This proves gorges in combat are bad!"
Oh and another little whine/suggestion. If level and upgrades stay after rejoining a match, so should score/kill/deaths.
[edit]Personal flame from Flurz "Flurz:This proves gorges in combat are bad!"
Comments
And you call yourself a gamer... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
*cough*
honestly though, gorge is just a qhack (quick hack (hack - getting what needs to be done quickly, with disregard for efficency/ballance/etc)) for increasing the hive's healing abilites.
quite frankly i think they should just re-work each map to have 3 defence chambers all in healing range of the hive and take out the gorge class. sure, it might be nice to have t3h phatty in Combat, but web doesn't really fit in... ntm the fact that you'll be stuck a long, long while at afew levels and die very easilly if you're not nearby other aliens.
Gorgie = free exp for shotguns and HMGs.
[edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.]
All marines were spawned before anyone would have time to get to the marine start, in most cases half of the marine team would already be halfway back to the hive by the time you got there, jetpackers took on average about 20 seconds+ to kill as they would spiral around the hive room being resupplied constantly, all players were level 10, however you could not leave the hive room for more than a few seconds due to the arrival of several jetpacks and HA's. A rush attempt on the cc undoubtedly resulted in the death of any attackers in a few seconds, followed by desperate fighting for the survival of the hive as jetpacks zoomed in at 20 million miles per hour. The ONLY way to kill a jetpacker was to use focus or trap them between scenery, as ANY damage they recieved was instantly healed.
Defense chambers are a bad idea - the marines have the armory which is not that vital (they can let the aliens destroy it and still win/repair the CC).
The DC, on the other hand, are targets that must be taken down. Putting them in the game will have the same effect as increasing the hive's hit points.
That game rocked, BTW.
Defense chambers are a bad idea - the marines have the armory which is not that vital (they can let the aliens destroy it and still win/repair the CC).
The DC, on the other hand, are targets that must be taken down. Putting them in the game will have the same effect as increasing the hive's hit points.
That game rocked, BTW. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Heh it did:) We explained in that game to people, CC isn't living, it doesn't auto-heal like a Hive. Which is why welders are valid for marines.
Since it was an relatively large server (20/20) one thing kept annoying most of the players, the respawn time was too long. When our onos(es) died, ha's rushed in but they got gored by respawned onos(es) and vice versa. Game of they week i'd say still <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.
Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days.
[edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.
NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker.
Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.
Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And focus gave xeno more damage.
reasons:
1. this is just a temporary problem but the healspray doesnt work on the hive anyways...
2. being gorge for the whole game is considered boring by most.
3. bile bomb and spit are mostly useless.
4. you can't go backwards on the evolutions to be gorge when the hive really needs healing
like someone suggested before...putting in some defense chambers would be a cool solution. it will heal the hive faster than it can alone, there doesnt have to be a gorge, and it gives the aliens something more to protect (but that's not neccessarily a good thing...)
My .02
(yes i do see problems with my idea like a bunch of regen onos with carapce and this upgrade rushing and being invincible cause they are all ehaling themselves and eachother but those could be fixed...maybe) well thats my 2 cents.
[edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.
NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not true. In beta 1 the lerk cost 2 points. Now the gorge costs one and the lerk costs one. If you go lerk, you use up precisely the same amount of points.
EDIT
Hrmmmm maybe not.....
[edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.
NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not true. In beta 1 the lerk cost 2 points. Now the gorge costs one and the lerk costs one. If you go lerk, you use up precisely the same amount of points.
EDIT
Hrmmmm maybe not..... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Beta 1 Evolution : Lerk 2PTS Fade 1PTS Onos 2PTS ... Total 5PTS
Beta 2 Evolution : Gorge 1PT Lerk 1PT Fade 2PTS Onos 2PTs ... Total 6PTS
ie...
"Beta 2 Evolution : Gorge 1PT Fade 2PTS Onos 2PTs ... Total 5PTS"
"Beta 2 Evolution : Gorge 1PT Lerk 1PT er... stuck now... Total 2PTS"
Compare that 200 points to the 75 points for a simple skulk bite, which fires considerably faster and takes far less adrenaline. The Gorge does only slightly more damage for only a short amount of time, until he runs out of adrenaline after doing around 1000 damage. A skulk does around 4000 damage before running out of energy, or with Adrenaline upgrade never runs out of energy.
Bile bomb is useful against structures only because A) it does splash damage, and B) it can hit structures at range. The ranged part is primarily useful because of electrified RTs, which don't exist in combat. It's really not that great of a weapon, and is mostly nice simply because without it Gorges (which are necessary in NS for other reasons) don't have any way to damage buildings at all.
Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.
Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And focus gave xeno more damage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And you could have a jetpack AND a Heavy Armor at the same time. Not to mention marines just spawned with JP and HA for free!
Lets try not to think about some of the beta builds.
the cc and hive were both at 100%
The game would have gone on easily forever if I hadnt changed the map.
On this subject I was thinking about how to make this look right for the Com Chair, then I figured that combat can go under different rules so Nanos could automatically repair the command chair. Alternative would be to have a welding bot scurry round, which might be an upgrade option under classic.. buy a welding bot to scurry round from base to base never going more than 5 meters from a building or phase gate welding stuff by priority of what it is and how damaged it is... but perhaps that should be left for ns4 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
The gorge really is the center of the problem for stalemates, the only problem is that he is also the only *effective* counter to jp. Lerks can kill jp, sometimes, but web devastates them. Combine the alien "absolute defense", the alien inability to stay alive in marine start for very long, and the way too fast respawn equals nothing but stalemates. I'd like to see the gorge remain a little longer, but revert to the beta 1 spawn system. (though I believe the marines would get wasted)