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Messages - Mr.Ben

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61
General / General Tips for NS
« on: February 21, 2005, 09:17:42 AM »
Meh, i'll kill them all god dammit!  >:D

62
General / Aiming and shooting
« on: February 21, 2005, 09:15:34 AM »
Generally speaking it's bad practise to run towards any aliens. You'd be far better off circle strafing around the skulk and simply killing him. Your idea though is certainly more entertaining and might well be more enjoyable if you're not so worried about getting the kill.

63
General / Aiming and shooting
« on: February 21, 2005, 03:26:22 AM »
Point and click, baby.

EDIT: My actual movements whilst shooting be it strafing, jumping or just general ducking is hard to explain. It just happens and I do whatever fits the situation and the geometry.

64
General / General Tips for NS
« on: February 19, 2005, 04:13:22 PM »
There is one GOLDEN tip for playing as a marine. Apart from aim and situational awareness it totally seperates the good from the bad. It's your ability to use meatshields. Good players die less because they avoid situations which put them in danger. Let a random person go through the doorway first and draw the skulks out, you clean up!

Yes I'm mean and totally missed the point of this server!  :mellow:

65
General / You are allowed to...
« on: February 06, 2005, 05:47:11 AM »
When i went through my whole sens tweaking i'd demo all my marine rounds and then watch them with viewdemo. When i found myself shooting i'd drop the speed down to 1/4 so i could see clearly whetever or not i was over compensating and tracking too far ahead (IE sens too high) or was tracking behind (sens too low). I'd then make minor adjustments off that.

Most of the time i found though that i was tracking ahead of the skulk or that i'd move my mouse too much and not be anywhere near the skulk at all. Once i got down to about 3 i was feeling comfortable and then just slowly dropped it to 2.8 and now i've settled.

I found 2.8 was too low a sensitivity to fade with though so i setup two configs. Marine.cfg and alien.cfg

http://mrben.thezazi.net/gubbins/config.zip - my setup is here. My userconfig includes binds that when joining the team via F1 or F2 executes the approiate config.

http://mrben.thezazi.net/gubbins/crosshairs.zip - my crosshairs. I'd recommend backing up your sprites folder extracting this zip to it incase you're not happy with them.

66
General / You are allowed to...
« on: February 03, 2005, 01:39:15 PM »
As soon as my sight goes up i can link to them. I have the following:

lmg: a small white square, pretty much the size of the lmgs more accurate cone of fire.
Pistol: Just a white dot. You point, you click, you shoot.
Shotgun: 5 dots, each where the 5 main pellets from a shotgun blast will go.
HMG: Just a small blue cross. Point and click et voila
Knife: Same as HMG.

+ swipe, blink, parasite and bite all have a small yellow cross.

67
General / You are allowed to...
« on: February 03, 2005, 11:33:31 AM »
The default crosshairs are very big and misleading. The lmg spread is smaller than the LMG crosshair implies so you might think you're hitting when really you're miles off. The same applies to both the pistol (no spread, but the whole circular crap can be misleading), hmg and the shotgun. I use custom crosshairs for all my weapons and when I changed I saw a significant improvement in my aim.

The crosshairs are for more accurate and you know if it's on the alien and you're shooting then you're hitting. Furthermore i find they obsecure my screen less. I remember when i played with the default crosshairs again and i found i couldn't see things very well. I did have a pack of crosshairs uploaded but my site is down unfortunately.

High sensitivities are just in general a bad thing as they make it harder to track. Even slight movements can lead to your curser being no where near the alien and makes it harder to control. Back when i first started on LM i played with a sensitivity of about 16 but now i'm on 2.8. Skulks, particularly at distance do not appear to move as much on your screen and a lower sensitivity with more controlled actions you'll find tracking far easier.

Just in general you'll find tracking easier if you drop your sensitivity. I've been slowly dropping it till i found something i was comfortable with and i've settled in 2.8. I find i'm able to move my mouse at a speed fast enough to track anything on NS with controlled movements. Any higher and i found i was having to compensate for moving the mouse too far and was often trailing behind or infront of the skulk. If this was the case i'd tweak i sens accordingly.

I'm not saying you should drop that low, this was the result of 4 months of competitive NS, tweaking the sens god knows how many times and a lot of evaluating of my own play. Whilst my drop in sens helped improve my aim i also improved my reflexes within the game and my NS brain. For experimental purposes though i'd recommend cutting your sens in half or to a number like 7 and seeing how it goes.

You have to stay open minded and be willing to play with it for a while but i'm confident you'll understand the advantages of it after you give it a go :)

68
General / You are allowed to...
« on: February 03, 2005, 02:17:46 AM »
Why not use the ammo and meds to kill the skulks? Then kill the RT, then move move on? Why bother dying at all?

Every single person can aim, maybe not well, but everyone can. I'd put money that you're probably playing with default crosshairs and a sensitivity of 16ish. With the right sens and crosshairs you'll see your aim improve drastically and it's more fun to kill skulks than it is to die to them.

69
General / Training!
« on: January 29, 2005, 04:16:24 AM »
A few clans have started running new teams with the idea of training them up and teaching them about competitive NS. I don't know if any this is anyones cup of tea but the program is aimed at people who want to get better at NS and are interested in getting into competitive NS - no previous experience is necessary.

http://www.unknownworlds.com/forums/index....showtopic=86904 - A program being ran by xensity, runners up CAL delta last season

http://esports.ampednews.com/?page=forums&tid=5564 - Program being ran by reflect, CAL omega champions last season

Maybe a few folk here would be interested, who knows. Couldn't hurt to post :)

70
General / You are allowed to...
« on: January 29, 2005, 04:09:30 AM »
The giving of ammo isn't the issue, this thread is mroe aimed at helping the commanders. Just because only an ammo pack was requested doesn't mean you cannot drop meds if a guy is under attack when you get round to dropping him his ammo.

71
General / You are allowed to...
« on: January 28, 2005, 03:55:17 PM »
Green = 2 bites. Yellow and red = 1. Yellow takes one med to green and red takes 2. ALWAYS MED!!!!!  :huh:

72
General / You are allowed to...
« on: January 28, 2005, 01:17:42 PM »
A plee to the commanders on this server. If someone requests ammo and you see them under attack, PLEASE don't just shower down ammo packs. You are allowed to drop things that aren't requested and i know you're watching because i've just got 250 ammo  in my lmg. If you see a marine under attack againist skulks always throw a few med packs down!

I always ask afterwards and everyone is like 'you didn't ask for meds'  :huh:

73
General / How do you like yer NS?
« on: January 25, 2005, 07:24:51 AM »
I suspect 1.04 games would end much faster now with the knowledge people possess about gameplay and such.

74
General / Stacking has to stop
« on: January 24, 2005, 09:25:33 AM »
I go on ebnars team.

75
General / wtf is with combat
« on: January 06, 2005, 03:20:47 PM »
Webs > *
Super fades > *
Super Lerks > *
Super skulks > *
Idiot team mates who throw themselves at a skulks jaw are overpowered
Love happily killing vanilla skulks and not giving away any XP only to have a fade turn up. GG teammates?!

76
General / Movement Start
« on: January 06, 2005, 02:31:25 PM »
Not at all, MCs are only as effective as the players on your team and the marine commander.

I've had a hundred++ scrims with MCs and they're by no means the perfect chamber and can be easily countered by a competant commander. Early HMGs and dropping a few shotguns to your best shots early on are good ways to limit your early lerks effectiveness. HMGs wreak havoc againist fades that have to avoid damage. Every little scratch adds up as a fade so even just a few lmgs can be a threat, there's no backing up and healing round the corner.

If you're assualting a hive then you need to be careful. It's best to remove any MCs or other chambers like OCs from the hive room first. Then when you're ready fire a shot at the hive and get ready for the skulkies, when the aliens teleport you kill them, clog up the spawn queue and merrily go about your way. Just shoot the fade to scare him away, he simply can't hide on the hive and heal up like with DCS. He'll be forced to hide or run for the hive putting him firmly out of commision. Have one/two HMGs scare off any fades and shoot any spawning skulks whilst your shotgunners deal with the hive. Mines on the floor are also good ways to deal with the skulks if you just want to concentrate entirely on the hive.

Provided you get the hive down before they get a second chamber up then you're in good shape. Don't underestimate 1 hive aliens with 2 or possibly even 3 chambers from previous hives. The hive going up, even for 2 seconds can have a massive impact on the game. Half the importance of denying second hive is in getting it down BEFORE they get their second chamber up.

77
General / Early fade counters?
« on: January 05, 2005, 04:33:25 PM »
The best counter againist a fade is a strong early game. Get their res down, get your res up and tech tech tech. Get w2, a1, pgs and AA by 6 minutes and provided you didn't all die early game you're in a good place. Your priority then isn't to kill the fades but to take down a second hive. If you drop enough guns then fades have two choices: do nothing or die. Even if the fade is still alive it's powerless to stop you.

No fade can blink into 5 or 6 shotguns and survive because of his skill. The ultimate factor in killing a fade is your marines ability to aim.

Lets say you're storming a hive with 6 shotguns and they have a fade. A classic school boy error is to JUST shoot the hive and hope that you don't die before the aliens kill you all. OR you could kill all the aliens, shoot the fades to scare them off and then shoot the hive. If the fade comes you stop shooting the hive and shoot the fade so he runs away again. Only in dire circumstances should you not bother shooting the aliens and just pray you get the hive down. AVOID THEM.

78
General / TheAdj UBAR COMMANDOR article
« on: December 30, 2004, 04:14:44 AM »
The devs say a lot of things, of course they've done nothing to back this decision up in the latest build so we'll just plod along like we always do.

79
General / TheAdj UBAR COMMANDOR article
« on: December 29, 2004, 03:35:32 AM »
No being resoureful and thinking outside the box!

80
General / Beta 6 changelog
« on: December 28, 2004, 07:45:13 AM »
That change would make sieging even easier and you'd probably never have to sight the hive.

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