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Messages - Mr.Ben

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161
Off Topic / Involved In A Mod? Which?
« on: May 06, 2004, 12:48:56 AM »
i map for nightwatch

162
Off Topic / Hello
« on: May 04, 2004, 07:11:51 AM »
Oh noes! MrBen is in the mother f'in house foshizzlee ma nizzle dawg!

Or something *runs*

163
General / My Thoughts On Blink
« on: May 01, 2004, 08:45:18 AM »
Surely an invisible fade that just appears anywhere and then disapeers again and cannot recieve damange is going to make things worse? Right now if you want to kill a fade you generally get him by blocking him when he blinks out or by having him blink round a corner into a bunch of shotgunners and he can't get out of there in time. I really can't see this doing anything other than making the fade an even more powerful unit.

As for taking down an rt, if it's not electrified what teamwork is required in one skulk eating it? If it's elec then maybe team work would be needed but once you get a second hive a bile bombing gorge > elec rt.

Also, i do not believe any such changes would have any effect on the marine mentality, path. New sensory chamber abilities were meant to have that effect but they don't at all. Aliens go sensory and the marines go "ahaha, GG two hive lockdown" instead of "OMG the aliens could be anywhere?!" quick lets hide!. They couldn't care less that the aliens are invisible.

I think invisibility making people cautious just doesn't work, okay the alien could be anywhere so lets not move round the corner. Well the alien could be right next to you anyway so you might as well keep going because if he's invisible there's nothing to stop him eating you where you are. At least by moving through like a freight train you've got more chance of survival.

164
General / My Thoughts On Blink
« on: April 30, 2004, 10:17:12 AM »
Uber shotguns are hardly a problem with sparking and borkeded hitboxes anyway. Also when i dish out 5 shotguns to a squad i don't expect a skulk to touch them. You want to deal with a shotgun squad then lerks are the way forward and for skulks to hit them in ambushes or when they're welding.

edit: elec can only hit so many targets (2/3) at once too so with a team effort (few skulks and a gorge) they go down fast enough. Bile bomb also makes electricity a total waste of time unless you hold every node on the map. (elec rush is a pwn tactic :D)

165
Off Topic / Where Do You Live ?
« on: April 30, 2004, 10:15:04 AM »
Cambridge, UK, Damn you yanks! :p

166
General / My Thoughts On Blink
« on: April 30, 2004, 09:54:13 AM »
It's balanced to the point that no one team (apart from in combat) wins every round and that there isn't one underlying, overpowering factor that wins the match by default when it's in play.

PB: New blink is ownage, it's the only way to stay alive as a fade. Without it you wouldn't last a minute.

167
General / My Thoughts On Blink
« on: April 30, 2004, 06:35:55 AM »
Prolonged exposure to pugs and clan matches has totally changed my opinion on blink, before i'd have said yes, bring back v1 blink, that was ownage but the role of the fade has changed and it won't be able to operate as efficiently without blink and i think it'd swing the game totally towards marines.

First 5 minutes should be marine ownage, marines should have no trouble killing skulks and you should be able to get some good map coverage. After 5 minutes second hive goes up, fades appear. This is when the real fight happens and i think if you removed fade blink as it is now this'd just continue to be marine ownage time right up to end game and alien timer. Imagine being a fade and blinking round a corner into a group of marines with shotguns, with current blink it's hard enough work sorting yourself out and getting out of the mess, with this i think fades will just die too easily and won't be able to engage squads of 3+.

NS is well balanced right now, it's just the bugs that need ironing out (shotgun sparks, fade hitboxes, panceaking etc). I know people say fades are overpowered and sure in the right hands they might as well be unkillable but in the right hands anything can  be unkillable.

168
General / What Frustrates You The Most While Playing Ns?
« on: April 28, 2004, 04:29:07 PM »
I'm prety sure that happened to me the other day! In my defense i didn't start comming till about 4 minutes into the game so the fact we manage to even get one hive and HA was in itself quite a feat.

169
General / The Beta 4 Comment Thread
« on: April 27, 2004, 03:07:46 PM »
90% of the change log is KFS breaking eclipse and veil :|

170
General / Lerkflight Costing No Energy
« on: April 27, 2004, 05:22:50 AM »
HOLY BATMAN  :o

171
General / What Frustrates You The Most While Playing Ns?
« on: April 27, 2004, 12:51:00 AM »
Rounds starting with 3 people on each team whilst everyone else jumps around in the readyroom, when i'm comming i don't want the  5 minutes to be me reiterating my starting orders to people who are slowly but surely joining. It's hard to start a round as a comm when in the first 3 minutes the 3 aliens who bothered to join all get 50 res very very quickly and by then your 2 folks have finished building base the entire map is llamed up, fades have turned up and we stil haven't got out of base and got any nodes. Jebus people, JOIN THE ROUND PEOPLE.

ooh, actually, there is a pluggin that autoassigns people to a random team when the round starts so you can avoid that sort of crap. :D

172
General / Lerkflight Costing No Energy
« on: April 25, 2004, 07:32:12 AM »
I've seen more lerks in beta 4 than i've ever seen in the history of NS and the number of fades has dramatically reduced. It's quite crazy, sure lerks are bloody hard to kill but they're not like a fade and totally stop you from getting any map control. I'll give you the example of a round i just got off on ns_metal (this map is totally ownage now) There was one good lerk and a few others who were pretty sux. The lerks were killing a lot and generally being a nuisance and hitting base a lot (particulary the good lerk). They even forced me to build a tfac which anyone who knows my comming style will know i never do that unless 100% nesscary.

Despite this though i had total map control and EVERY node (i did actually have every node but the node in their hive wasn't built, i just dropped it so they couldn't get a node up). There were no fades at all so i could just expand accross the entire map pretty much unchecked. We took out every node they had and either dropped it and left it unbuilt or dropped it, built if everyone didn't die and then just electrified it.

A fade would have stopped all this but everyone kept going lerk and pretty much gave me the round on a plate, i hope this trend continues.

173
General / Best Commanders
« on: April 22, 2004, 02:36:55 PM »
I like your rate my comming thing you have, legion :D

I haven't played on LM in ages, i find there is always someone else who wants to comm so i just let them :| I need to do it more often it seems as only rad and saltz seem to know i comm :(

174
General / Best Commanders
« on: April 21, 2004, 04:02:36 PM »
I had gl comm in a pug once, he was awesome.

175
General / Best Commanders
« on: April 21, 2004, 10:01:06 AM »
I'll say that you have turned into a fine commander now :)

My list right now would just be saltzbad, rad and legionnaired, very few other people seem to comm regulary enough for me to get a feel for them or never comm at all anymore.

176
General / Best Commanders
« on: April 20, 2004, 02:44:31 PM »
I like that strat too, easy enough to get jps within 5 minutes, especially on maps like agora, hera and ayumi where you hardly even have to leave base to be sitting on about 4/5 nodes.

177
General / Best Commanders
« on: April 20, 2004, 12:30:45 PM »
As am i.

LM has uber comms :D

178
General / Best Commanders
« on: April 20, 2004, 09:00:15 AM »
I obviously don't comm on LM enough :( *sobs*

179
General / Best Avatar Awards
« on: February 23, 2004, 04:45:16 PM »
It's all about the Squirrel.

Oooh first post. Go me or something.

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