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Rush PG seems the most stable and least vulnerable build order. It is standard for a reason.
Fast obs and fast PG is cloak play and base rush insurance.
Basically it is cheese proof, whereas rushing upgrades risks stupid loss… -
Refinery isn't dull. Given all the smelting going on it looks quite different than other maps.
Cave has to be the dullest. It has one non generic area, the cave, but no fighting is ever done inside there it is done outside the cave looki… -
If they tweak the decloak sensitivity, especially on small vertical drops/ moving over anything uneven, and make your cloak status more apparent in alien vision again it would help a lot with determining how effective a partial cloak is versus marin…
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The sticky floor makes wall jumps feel off and slows you down at the point where you are easiest to hit. Before leap you have lost your main direct engagement skill factor.
Im reserving judgement on alien difficulty untill that is fixed.
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Stack the hell out of the marine team.
Having much better players + favourable spawns seem to be the best way to do it.
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20 res gorge is the way to go.
Late game rushes where you are ahead would still be very affordable, but where you are behind and low on resources they would be very risky.
It would also delay gorges locking down areas at the start … -
Come to think of it what I really want added to cloaking are the cloaking/decloaking sound effects from Star Trek.
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What i'd like would be
Full invisibilty like now but with motion scanners for marines or
partial shimmer invisibility, lower speed penalty but comm scans and obs only reveal a circle around a skulk every 5 seconds as a pulse. -
Marines could do with an awesome melee weapon.
Maybe super fast dual fist exos?
Hey - aliens gets lerks. That's a jetpack marine with no reload and no JP cooldown! -
I thought this was a post directed at all the people who went to try Colonial marines, but I guess that would be "So, you've come crawling back, eh?"
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I don't think I could play on anything less than 8v8 especially on the bigger maps.
Large servers are good in that they help even up the balance by making low numbers of fades and Onos unable to solo entire pushes so there isn't a huge s… -
There is no such thing as side grades. Shotgun is strictly better than anything else.
There is no situation where i'd rather have an alternative combination to shotgun jetpack. The only reason I buy Gls or flamethrowers is they are kinda fun, … -
Marines cant really come back so it needs to be in.
Even on aliens where comebacks are possible due to power nodes, gorge bile rushes being dirt cheap and marine base vulnerability to a single lifeform i'd rather concede because a victor… -
If the grenade launcher remains useless like it is at the minute then adding a GL attachment to the rifle as a replacement seems like a good idea.
Every weapon except the shotgun is really crap.
Marines could do with more solid wea… -
I think he means aliens can just harass their way to a victory and they really gain nothing from attacking marines near bases, especially as downed weapons can be grabbed, untill they can roll in on the Onos skill train.
They need to mak… -
Leap is a bit poorly named. Should really be skulk jetpack.
I think its probably fine balance wise. Shooting skulks would be very easy if they had more realistic movement, they'd have to buff the crap out of wall jumps and add no speed l… -
Anything that removes rng on your shots is a good change. Whether it needed the damage buff on top is unclear, but I don't think its that huge a deal.
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If bile bomb wasn't in the game sentries would be fine.
They dont defend anything alone but they do add some damage, assist defenders and delay the munching of more important things.
Maybe if they cost pRes and had different resear… -
Aliens are dominating pub play too.
There might be a question of what player size they are balancing for (probably 8v8 given most offical servers are that, while comp is 6v6 mostly and the popular pub servers seem to be 10v10+) but comp player… -
They were entertaining matches to watch but not very good. Ignoring jetpacks for so long was more mental than the arcs.
6v6 still seems too small for me, all the action was very focused in one place so map control was not a big deal and… -
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