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Messages - Mr.Ben

Pages: 1 2 [3] 4 5 6 ... 9
41
General / NS Revival?
« on: March 22, 2005, 01:27:38 AM »
I've noticed a large drop out in the clan scene, including myself right now :/

42
General / Give this guy a cookie.
« on: March 13, 2005, 07:56:39 AM »
There is no truth in this battle of the opinions.

43
General / New Comming strategies?
« on: March 13, 2005, 06:23:32 AM »
That is also the major issue. In a proper match aliens will have 3 upgrade chambers in <1 minute. 1 or 2 chambers go up as STRAIGHT away. After that you need to meet some skulks and figure out what upgrade they have, silence, cloaking and focus are all dead give aways but it's not necessarily obvious from the first scrimmish. So you can't make a move to start countering any upgrade till about 2 minutes, by that time you're half way to fades and a second hive, maybe they'll have an early lerk too.

MC is easy to counter, MT totally owns silence and celerity, however you can't rush MT at the start of a round because if they do SC you're going to get focus owned from 30 seconds onwards and never get a foot in the door. YOU HAVE TO, REGARDLESS OF CHAMBER TAKE A1 AT THE START. You can't start teching MT 3 minutes in to counter MC, by then fades are gestating. You can't risk trying to counter straight off the back either, therefore marines are forced to play A1 still and whilst it's useful againist all chambers, A1 isn't a counter to cloaking, silence or skulks taking 35-50 bullets because of carapace.

By the time marines are in a position to counter aliens properly they're in too strong a position.

44
General / configs!
« on: March 13, 2005, 06:13:13 AM »
exec userconfig.cfg

alias +3hop "+jump;wait;-jump;wait;+jump;wait;-jump;wait;+jump"
alias -3hop "-jump"
bind space +3hop

alias "health" "impulse 10;say_team Need Medpack <3"
bind v health

alias "ammo" "impulse 11;say_team Need Ammo <3"
bind b ammo

alias "orders" "impulse 80;say_team Need orders <3"
bind z orders

alias "welding" "say_team Weld ME, Beyatch >_>"
bind x welding

alias "alien" "jointeamtwo; exec alien.cfg"
bind f2 alien

alias "marine" "jointeamone; exec marine.cfg"
bind f1 marine

exec alien.cfg

sensitivity "4"

exec marine.cfg

sensitivity "2.6"

exec aimbot.cfg

LOL aimbot stuff goes here LOL

LOCK ON SKULK HEAD, BLAM SKULK DEAD
NEXT TARGET
LOCK ON FIRE
SKULK DEAD
NEXT TARGET
AIM THROUGH WALL AT GORG
GORG DEAD

w000t

45
General / Give this guy a cookie.
« on: March 13, 2005, 04:51:33 AM »
Two sides to every story.

46
General / NSlearn Comunity tourny
« on: March 09, 2005, 09:36:38 AM »
I say you go for it

47
General / 3.0 opinions
« on: March 08, 2005, 11:53:31 AM »
Gorges can heal but you can ping more.

48
General / New Comming strategies?
« on: March 08, 2005, 05:53:00 AM »
HMGs are the absolute dogs bollocks. Drop 3 hmgs + welders and if they dont get to anywhere you want them too vs skulks then they just suck and wouldn't get anywhere with anything else. 125 bullet clip 6 bullets or so to kill one skulk...

49
General / New Comming strategies?
« on: March 08, 2005, 02:07:42 AM »
Tech: AA (first) A1, W1, PGs.
Strat: First thing you do is get AA going, once it's up you drop as many hmgs as you can, have your marines walk to the hive and demolish any skulks on the way and try and end it before they get fades.

50
General / Developer Outreach
« on: March 08, 2005, 01:57:52 AM »
Allowing a ninja PG to go is a total failure by the alien team. On public you obviously lack co-ordination and communication like that of clan play, however that is no excuse for laziness. Firstly, you have an amazing tool called 'parasite,' i'm sure some of you have heard of this though most neglect to use it (the number of times i've just camped somewhere and frag whored without getting pare'd once is shocking). You parasite every marine you see and there should be 7 yellow dots on your screen at all times.

You then need to use another tool called 'the minimap' and need to learn to read and understand NS gameplay. Saying you can't scout one hive because you're defending the other, and then losing the hive you didn't scout is just retarded. Have your mini map up, see where your team, see the open routes, check them yourself. It's just laziness to not do it, especially if you can bunnyhop and the only person to blame if the hive goes down is yourself.

I know in clanplay, if we get ninja pg'ed then we've done something wrong and didn't do our job. It happened the other day on ns_veil, we were totally dominating and we missed a marine sneak out WSL side and get a PG up. That was a failure on the player(s) we had scouting WSL, not the game. Don't play the blame game with your failures, learn from them. We won't get ninja pg'ed like that again (i hope!)

Aliens have recieved a serious buff this patch. If you don't believe me then watch #lessthanthree play #knife on ns_veil in b5 and see marine domination both ways. Watch it on b6 and see alien domination. Unchaining the chambers would just be a step too far.

MT is an overpowering upgrade, yes. But it's 35 res and 2 minutes worth of research time, if you rush it you can't get early a1 and you probably forfeit getting an advanced armoury too. I think removing MT from the hud and having it just on the minimap would be the best way forward. Either that, keep it on the hud but allow walking skulks to not show up, and turning skulks shouldn't be on there either. Removing it entirely though just limits the options available to marines and narrows the tech tree.

51
General / jumping vid
« on: March 05, 2005, 06:42:07 AM »
http://www.own-age.com/vids/video.aspx?id=3653 - NSjumped 2 trailer

http://www.own-age.com/vids/video.aspx?id=2846 - NSjumped 1 video

For more jumping fun. NSjumped 2 trailer in particular features some KILLER jump combos performed by n44bj, it really opens up your mind to what movement a marine is capable of doing.

HD: do your cell shaded models pass consistancy? I bet the lower res skins would help my FPS.

52
General / Marine tricks
« on: March 04, 2005, 05:19:06 AM »
A marine can imitate bunnyhopping as long as he lands higher than when he first jumped. You can trick it by duck jumping as your first jump and then jumping again as you land without losing any momentum.

53
General / Marine tricks
« on: March 04, 2005, 01:02:57 AM »
Actually you can double jump any direction you want.

54
General / Marine tricks
« on: March 03, 2005, 03:40:38 PM »
http://mrben.thezazi.net/demos/movement.zip assorted demos to go with any explanation. I can't really explain the movements i do as they're just natural for me.

55
General / Why I love LunixMonster
« on: March 02, 2005, 04:56:27 PM »
I like it cause the skulks die in 20 bullets even with 150 ping!  >:D

Oh and some of the people are nice  <3

56
General / I win hide-n-seek
« on: February 28, 2005, 08:15:30 AM »
I'm gonna hide by the armoury and shoot any bastard who finds me! :D

57
General / Your Comming Style
« on: February 28, 2005, 03:35:29 AM »
Fatty, when the hell was the last time i commed you? :p

58
General / Your Comming Style
« on: February 26, 2005, 07:26:29 AM »
If it were a PCW then i use the opening minute or so to secure RTs. Once i have about 4 rts and a1 goes up then i'm looking to start pressuring alien rts. Generally 1 shotgun will be dropped to speed everything up and then I place a PG in the second hive before it goes up.

If i fail in denying second hive then i put down 3/4 shottys and welders and try and get a PG at a key junction, the rest of the team will then get hmgs and we'll push through to the hive location where the shotties take it down whilst the hmgs stop any fades.

If the PG goes up then what happens next depends a lot on the aliens. You can expect added pressure on your RTs at this time so defending them is a priority and recapping can often take several marines if their fades around. The aim is just to sit back and hold my RTs, tech up some more and hopefully kill some fades. If the aliens recap or drop a different hive then we push out and keep that whilst still holding our PG so we have something to fall back on before I push on the last hive.

My build order is: IP, ARMOURY, ARMS LAB -> A1 RT, RT, RT, RT. (Starting res gone)
Advanced armoury, a shotgun (maybe)  weapons1, PG, obs.
After this i go for weapons 2 and MT asap.

Comming is a public is generally a less organised version of the above.

59
General / Aiming and shooting
« on: February 24, 2005, 01:42:51 AM »
my marine.cfg

LOCK ON SKULK HEAD, BLAM SKULK DEAD
NEXT TARGET
LOCK ON FIRE
SKULK DEAD
NEXT TARGET
AIM THROUGH WALL AT GORG
GORG DEAD


60
General / General Tips for NS
« on: February 22, 2005, 04:21:30 PM »
In pcws i'm always through first but mostly because i trust my clan mates to clean up :)

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