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Messages - holy_devil

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101
Off Topic / Languages
« on: March 18, 2005, 08:05:16 AM »
english
visual basic
spanish
HTML
spanish




.. you knew that joke was coming some time.

102
Off Topic / Gorge Rush!
« on: March 16, 2005, 08:36:43 PM »
i reaaaaaaaally don't like the amount of td/tking going on by you in that. never do that again, and yes that ruined the entire thing for me.

103
General / configs!
« on: March 13, 2005, 04:06:17 PM »
Quote
Quote
I use arrow keys lol.
[snapback]43213[/snapback]

So do I, ever since I started playing games it seemed more comfortable.

Maybe it's something to do with being left handed.
[snapback]43243[/snapback]

compare the distances, esdf/wasd area to where a right-handed person holds his/her mouse, to arrows vs left handed mouse. about same distance =p

104
General / configs!
« on: March 12, 2005, 06:43:22 PM »
Quote
gl_xaim 1? oll, nice h4x HD.
[snapback]43141[/snapback]

um what?

Quote
HD, can you highlight the parts which make you a good skulk? :D


my binds (im left handed btw). I have 3 seperate jump keys because im a freak.

mouse1 = fire
mouse2 = jump (lerk/jetpack)
mouse3 = drop weapon
mwheeldown = jump (bhop)


t =up
g = down
f = left
h = right
 
j = jump (marine/alien)
space - duck

r = slot1
alt = slot2
c = slot3
v = slot4

y = +use
u = reload

d=popupmenu
b=flashlight
m = minimap
[snapback]43157[/snapback]

i just know how to pick up speed fast =\ knowing how to spin around and use map to your advantage helps too =P nice config setup for a left handed person, probably use something like that myself if i was lefty

105
General / configs!
« on: March 12, 2005, 10:09:45 AM »
post your config! i'm curious to see what everyone uses =P

Code: [Select]
bind "TAB" "+showscores"
bind "ENTER" "messagemode"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind "," "impulse 123"
bind "-" "sizedown"
bind "." "impulse 124"
bind "/" "impulse 125"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "[" "say_team /stuck"
bind "\" "pausable 0"
bind "]" "snapshot"
bind "`" "toggleconsole"
bind "a" "+use"
bind "c" "+showmap"
bind "d" "+back"
bind "e" "+forward"
bind "f" "+moveright"
bind "g" "impulse 3"
bind "h" "impulse 7"
bind "j" "+left"
bind "k" "givepoints;givepoints;givepoints;givepoints;givepoints;givexp"
bind "m" "+showmap"
bind "o" "admin_chatmode"
bind "p" "admin_saymode"
bind "q" "stopsound"
bind "r" "+reload"
bind "s" "+moveleft"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "w" "lastinv"
bind "x" "impulse 81"
bind "y" "messagemode"
bind "z" "impulse 80"
bind "~" "toggleconsole"
bind "UPARROW" "+scrollup"
bind "DOWNARROW" "+scrolldown"
bind "LEFTARROW" "+scrollleft"
bind "RIGHTARROW" "+scrollright"
bind "CTRL" "+voicerecord"
bind "SHIFT" "+duck"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
bind "F3" "impulse 81"
bind "F4" "readyroom"
bind "F5" "impulse 90"
bind "F6" "impulse 91"
bind "F7" "impulse 92"
bind "F8" "impulse 95"
bind "F9" "impulse 94"
bind "F12" "retry"
bind "DEL" "admin_say Friendly Fire is ON - do not attack teammates or team structures"
bind "HOME" "admin_unllama llama"
bind "END" "admin_tsay Type rules in console for the rules! not our fault if you don't read them!"
bind "KP_HOME" "bind mwheelup slot1;bind mwheeldown slot2;bind mouse2 slot3"
bind "KP_LEFTARROW" "impulse 116"
bind "KP_5" "impulse 117"
bind "KP_END" "impulse 113"
bind "KP_DOWNARROW" "impulse 114"
bind "KP_PGDN" "impulse 115"
bind "KP_ENTER" "admin_glow blue"
bind "KP_MINUS" "statusdump"
bind "KP_PLUS" "+popupmenu"
bind "CAPSLOCK" "+speed"
bind "MWHEELDOWN" "slot2"
bind "MWHEELUP" "slot1"
bind "MOUSE1" "+attack"
bind "MOUSE2" "slot3"
bind "MOUSE3" "impulse 100"
bind "MOUSE4" "+popupmenu"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bgmvolume "1"
bottomcolor "0"
brightness "3"
cl_allowdownload "1"
cl_allowupload "1"
cl_autohelp "0"
cl_buildmessages "1"
cl_centerentityid "0.0"
cl_cmdbackup "2"
cl_cmdrate "101"
cl_cmhotkeys "qwerasdfzxcv"
cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiclights "1"
cl_forcedefaultfov "0"
cl_highdetail "1"
cl_himodels "0"
cl_idealpitchscale "0.8"
cl_lc "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_musicdelay "0"
cl_musicdirectory ""
cl_musicenabled "0"
cl_musicvolume "0"
cl_particleinfo "0"
cl_quickselecttime ".15"
cl_timeout "60"
cl_updaterate "101"
cl_vsmoothing "0.05"
con_color "255 255 255"
console "1"
crosshair "1"
fps_max "100"
fps_modem "0.0"
gamma "3"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "0"
gl_monolights "0"
gl_overbright "1"
gl_polyoffset "4"
hisound "1"
hpk_maxsize "4"
hud_capturemouse "1"
hud_centerid "0"
hud_classautokill "1"
hud_draw "1"
hud_fastswitch "1"
hud_takesshots "0"
joystick "0"
lookspring "0"
lookstrafe "0"
m_filter "0"
m_forward "1"
m_pitch "0.022000"
m_side "0.8"
m_yaw "0.022"
model "alien1"
MP3FadeTime "2.0"
MP3Volume "0"
mp_decals "300"
name "Holy_Devil"
net_graph "3"
net_graphpos "1"
net_scale "5"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "70"
skin ""
suitvolume "0.25"
sv_aim "0"
sv_voiceenable "1"
team ""
topcolor "0"
viewsize "120"
voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume ".5"
+mlook
exec userconfig.cfg

Code: [Select]
//Tracers
traceralpha 1 //prefs set tracer bullet alpha component
tracerblue 0 //prefs set tracer bullet blue component
tracergreen 0 //prefs set tracer bullet green component
tracerlength .5 //prefs set tracer bullet length
traceroffset 30 //prefs set tracer bullet offset
tracerred 5 //prefs set tracer bullet red component
tracerspeed 2000 //prefs set tracer bullet speed

developer 0

bind del "admin_say Friendly Fire is ON - do not attack teammates or team structures"
alias ex_maxerrordistance ""
gl_texturemode "gl_linear_mipmap_linear"
cl_allowdownload 1
cl_allowupload 1

bind "KP_ENTER" "admin_glow blue"
bind "KP_END" "impulse 113"
bind "KP_DOWNARROW" "impulse 114"
bind "KP_PGDN" "impulse 115"
bind "KP_LEFTARROW" "impulse 116"
bind "KP_5" "impulse 117"

bind kp_plus +popupmenu
gl_max_size "512"

ex_interp .05

bind f1 jointeamone
bind f2 jointeamtwo
bind mouse4 +popupmenu
bind mouse3 "impulse 100"

bind mouse2 slot3
bind mwheelup slot1
bind mwheeldown slot2

alias "statusdump" "clear; status; condump"

bind kp_minus "statusdump"

=] probably going to be changing stuff soon, but eh. compare yours! esdf = win btw.

106
General / Give this guy a cookie.
« on: March 12, 2005, 10:00:48 AM »
love that post ^_^ just royally owns so many people.

maybe now they'll shut up? :rolleyes:  :help:

107
Off Topic / Whats up guys
« on: March 12, 2005, 09:58:41 AM »
Quote
in soviet russia, duck roasts you!!

*ahem*

anyways...  you've probably wondered where i've been, and if not, YOU ARE AN INSENSITIVE CLOD!!!!!!!!!

Anyways - my motherboard blew up (hopefully that was the only thing) so i've been "migrating" from PC to PC....   First I grabbed my gf's laptop - i thought, P3, rage mobility - it will handle it alright

NOPE

So I figured I was cpu limited...   so I dug through storage and found a celeron 300a and a voodoo3000 (with some pos mobo) and thats what i've had the best luck with.  Sooner or later (probably later) i'll get my mobo back from RMA and i'll be fraggin yall's arses up and down like the good days.....

Its so disapointing for me though....   I beta tested (i'm a constellation member) for so long, and then 2 or 3 days before it gets released, the magic smoke gets let out.

Hopefully it didn't fry my ram (kickass pc 3200 and my 9800XT) or I think i'm just going to take donations because you guys love me so much.  :help:

Aside from that - just wanted to say hi, becuase I don't do the IRC thing, and the only time you'll see me is occationally on a messageboard but mostlikely in game.

I look forward to fraggin it up soon....  and I know some of you are missing my meatwad impression fiercely (and if you aren't, STFU!!  >:D  )
[snapback]43086[/snapback]


missing poll option:

put this in the right forum, you insensitive clod.


<end /. jokes>

hello posts = off topic thx =P and can't wait to own you again =]

108
General / jumping vid
« on: March 08, 2005, 03:29:18 PM »
jumping video number two!

yet another vid =] gimme responses on it pls!

109
General / New Comming strategies?
« on: March 07, 2005, 11:36:03 AM »
i'm still rusty on comming, but im trying to get back into it. as it stands, it seems people just aren't putting effort in on marines for some reason. in 3.0 its really REQUIRED that marines use teamwork and listen to their comm, but people play as if it isn't. rambos == OWNED in this version, and once people get a handle of that, marines will start destroying again.

build order;

ip
armory
arms lab
obs


upgrades;
armor1
mt(if mcs, no point otherwise this early)
phase after mt if you get it
weapons1
armor2
armor3
weapons2
weapons3

throw mt in there when you have spare res, or second hive+mc shows up


basically the idea as marines is to be as offensive as possible. DO NOT LET THEM HAVE MORE THAN TWO RTS AT ANY POINT IN TIME. EVER. res system works too fast to let them hold anything. siege is basically complete crap now in the sense of roflowning a hive, shotguns do it faster than siege and are cheaper. only reason to siege now is if they have 2+ fades, an onos, or many ocs in the hive.

no, upgraded armory isn't needed at all. armor >>>> fades. medspam a marine with a shotgun and armor3, he can solo a fade like its a joke, living through well around 6 non-focus hits, with like 3-4 meds.

110
General / Marine vs Alien wins
« on: March 07, 2005, 11:29:56 AM »
Quote
i would say lets wait till the marines adapting their tactic to the new alien features ..i think its to early to judge about the balance
[snapback]42675[/snapback]

agreed, it'll be a while though. once people start actually trying on marines..

111
General / Developer Outreach
« on: March 05, 2005, 08:46:08 PM »
Quote
I like the 'activated' phase gate idea. Anti marine, no more randomly phasing all over the map for your entire team. Pro marine, no more phase time wasted at the wrong phase when you need your entire team somewhere pronto.

Most of the 'overpowering' things in my opinion come from the Observatory. I mean 'cmon: Motion Tracking, Phase Tech, Scan, and Beacon, not to mention auto-detection of enemy structures and auto-decloaking in it's radius?

Maybe an increase in Obs price, build time (and corresponding upg to HP), or just the individual powers that need tweaking.
[snapback]42533[/snapback]

'tis a good point, marines rely on the obs royally. mt is the only real big problem, but mt rushing at the start leaves marines open against sensory focus, due to lack of a1, which is obviously a very bad thing.

i'm very happy people are finally going sens first >_< such a great and useful chamber. sof is required, its like having a marine team without mt until the game is over. focus just amplifies fades, and makes their survivability much greater. onos gets sof, again increasing survivability.

honestly i must admit i was very wrong about 3.0. lot of very nice changes in a simple form, didn't seem too helpful. shotguns are still very strong against hives, but the fact that people get sensory(and it gives sof across entire map) is GREAT. finally its a competition instead of multiplayer "Thief".


but alas, its required sensory to be any fun. seems wrong, and as someone suggested, is brought back to unchaining the chambers. that, honestly, would fix a lot of problems. the res cost itself would balance it, i'd think. uber cloaked walls of lame wouldn't matter, since you haev sieges + gls, and if aliens have the kind of res/time/are allowed to do that for the 30 minutes it takes.. =p costs half the res to siege it anyway.

112
General / Developer Outreach
« on: March 05, 2005, 09:41:35 AM »
Quote
Until today (before I really put some thought into it) I wasn't a big proponent of the 'unchain the chambers' movement.  But maybe that's what needs to happen. :/
[snapback]42455[/snapback]

likewise, but now thinking about it, i overlooked this. unchaining them coudl very well fix a lot of the aliens problems. they would be able to counter-tech marines, like marines can counter aliens. would be a STRATEGY(gasp) game, and still reliant on skill. beat the hell out of b5, and b6(doubt b6 is changing the game at all, sadly)

113
General / Developer Outreach
« on: March 04, 2005, 08:22:04 PM »
Quote
I don't understand why you people are so against PG rushes.
It takes a while for anyone to get from MS to the hive and build a phase gate there. Just have SOME activity around these areas at all times - even 1 gorge moving around, or a lerk flying in and out every few minutes, maybe a skulk spawning and checking for any marines in the vicinity. Scouting is not hard; and sure, there ARE times when ninja rines can succesfully build a phase gate, but guess what, **** happens.
Some scouting fixes any problems you might have with ninja phase gates.
[snapback]42428[/snapback]

can't ask for scouting when the majority of the marine team is setting up siege at one hive, meanwhile one gets a pg up in the other hive, and voila you're screwed.

114
General / jumping vid
« on: March 04, 2005, 07:43:58 PM »
Quote
seriously.  W.  T.  F.

I think I could hit some of those after several tries, but that is some seriously cool crap.

[edit] also, how was that avi made?  I was thinking of making a few of my own skills videos, but there isn't much point unless i can just record from demos to AVI and take out all the crap that isn't skilled at all.
[snapback]42424[/snapback]

used fraps to record avi from demos, and virtualdub to compile the vids together. shina told me what to use =p

115
General / jumping vid
« on: March 04, 2005, 05:32:50 PM »
Quote
Looks very nice, but I could never, ever do that :D At least now I don't have to ask "wth, how'd you get there" every time I see you shooting from above.

And what is up with those weird... thing? The hive is outlined with thick black lines, and so on. Is that a rendermode or models or what?
[snapback]42414[/snapback]

cel shaded(or something) models i use

116
General / jumping vid
« on: March 04, 2005, 03:38:10 PM »
vid link

threw that together this morning. just a bunch of jumps, hopefully some people will learn something  ;) no special settings were used etc.

thx sheena/bm for host

117
General / Developer Outreach
« on: March 04, 2005, 01:07:57 PM »
Quote
HD, you make very good points, and I agree with all of them. However, you must realize that aliens must use teamwork as well; they cannot depend on one skilled fade/lerk/skulk/onos to win them the game, or even SEVERAL of these skilled lifeforms. They must work together, and I'm not saying that this is not being done - but it should be done more.

People expect Marines to cooperate to win, and Aliens to win by moving around alone and whatever. Not how it should be - teamwork should be essential as well.
Reminder, I'm not saying that it's not existent in aliens - but it's not present to a large enough extent.

I'll post more when I get home.
[snapback]42391[/snapback]

sorry, this one is too easy do destroy. yes, aliens need teamwork too. but the fact is MARINES CAN SOLO EVERY LIFEFORM. 90% of the time if you get two fades trying to work together, they'll end up getting each other killed, since they collide so easily. sure, it works fine for when one does marines other does structures or something, but that really isn't compareable to marines focusing fire on a fade.

as well, team work for aliens is different from marines. this is something no one seems to grasp. for aliens, it means guarding the gorge building rts, having a scout skulk who parasites, and the fade trying to hold whatever needs to be held. as well, keeping the marines busy while not killing them so the onos can go take out the advanced armory. teamwork for aliens.. is team work, but it requires so much more effort, but they can get a lot more done, so its an effort=gain thing.

i always liked the suggestion that a solo marine has sof on him. it should be that way- teamwork to get anything done as marines. but atm, a good jper or ha can solo any lifeform. except onos vs ha, depending on if the ha gets hit by stomp etc. but literally,  hmgs + multiple marines = INSTANT DEAD TARGET. throw catpacks in, and its just freaking sad. lifeforms drop entirely too fast. then you'll say get a few in at once? no, it does not work.. skulks drop too fast, everything just owns them. lerks are purely support when it comes to them not being solo or its late game, they just can't handle the damage. umbra is a nice thing, but requires a lot of adren to keep it up, which is rare to have. then you can just waltz up and kill the lerk thats doing the umbra and its gone. then everything is cake to kill.


so yes, aliens need team work. but its not marine team work. alien life forms need to be able to live for more than one second. hives need to live for more than 2. then work from there. a fps/rts should not be THAT fast paced. everything needs a damage nerf imo, its more fun to have a fight take a while than to have everything die instantly.


Quote
I personally still feel that the onos is the most broken part of NS ATM, but after a long talk with Zunni alot of other things came to mind. He mentioned that he felt that MT was fairly problematic in the current build, and he also mentioned how he thought the hitboxes needed some major improvement.

If I could change one thing about NS all it would be would still be to add a damage resistant hitbox to the onos. But still, what else what else do you think needs major improvement if not more improvement then the current onos

Opinions?

as for that, onos just shows how much damage the marines can do. check its hp, it dies fast even with cara vs hmgs or shotguns. imagine that on every lifeform. thats how it is with fixed hitboxes, i'd imagine. damage needs to be nerfed badly, and hitboxes improved, before we can see what onos needs, imo.

118
General / Developer Outreach
« on: March 04, 2005, 10:23:33 AM »
there are quite a few issues, i'll put them in no paticular order. each section may be entirely different from the last, perhaps conflicting. hence different sections, different ideas.

note; basing this off of b5 play since i haven't played b6. but i doubt much of anything will be different, unless theres ninja nerfs.

as well, please note we base this game off of the supposed "top of the line" players, so skill isn't an issue, its expected, isn't it?

Hitboxes

As it stands, the hitboxes are the aliens saving grace. if the marines hit all the shots they fired at aliens, they would never stand a chance. Skulks die in less than 1 second vs a LMG, which you can see from time to time when the hitboxes don't crap out. other times, you'll unload the entire clip and hit nothing. hence, saving grace. if the devs were to fix the hitboxes, you would have to nerf the damage of the marines and increase health of basically every life form. onos is most noticeable when it comes to marine damage, due to the giant wall of a hitbox it has. hmgs solo onii with stupid ease, but have problems against fades blinking with celerity due to hitboxes. so, i'm kind of hoping hitboxes stay broken until the dev team realizes that marines are overpowered.


Marines In General

FAR. TOO. GOOD. sieges go up way too fast with more than 1 person building(its kind of slow with 1, but still very fast) for a no line-of-sight high-damage anti-structure freaking uber cannon of death. the fact that scanning allows the sieges to hit makes them way too powerful. most siege locations are very easy to hold, ala uturn. but actually going into the hive, the marines get destroyed. so they siege, and can't be touched. this isn't really fun for anyone. if its just the hive, its a "net loss" in res cost for marines(40 for hive vs 25 for tf + 15 per siege, assuming more than 1 siege, and a pg is there) but the 3 minute downtime and lack of an ability+chamber really, really hurts aliens. siege needs to really go. unless the marines overall utility gets nerfed, that is.

Marine's weapons are insane. drop an armory, you can drop shotguns. WHY. shotguns are INSANE for a no-upgrade weapon. they do better than the 15 res upgraded armory gls vs hives, which is supposed to be the structure counter weapon(right?). sgs deal hundreds of damage PER SHOT at close range, but "suck at range" so its "okay." no. aliens are pure melee, this counters their entire freaking existance. then they do full vs any structure, including hives. which allows marines to drop sgs, get a pg next to a hive, and drop it before the "hive under attack" message plays(literally). it also allows marines to drop onii very easily, as well. counters redemption entirely, on a 75 res lifeform, because of the threshold(has to be no armor, <~330h, sgs can do that like its a joke).

on top of it all, marines can get armor3 quickly. the base damage is beyond enough, and armor3 just makes it stupid. 4 hits is a LOT considering the DPS of marines. lerks take even more bites than that, and are already paper. spore needs to eat armor more, to make this strategy no where near as effective. as it stands, i've rushed armor3 in pubs and not lost without killing one fade, due to the fact that my marines DO NOT DIE. 4 hits is way too long for a fade to stick around vs any weapon.

overall, marines = far too much utility. they get the end of every counter chain, and have things that have no counter chain at all.

conclusion for me? marines = overpowered. way too much utility compared to aliens. aliens require hive2, marines are just good the entire game.


Hive abils

hive 2 is great. bile bomb, metabolize, leap, umbra, stomp. great abilities, aliens absolutely need these to hold a candle to decent marines. problem is, marines can drop hive2 or completly shut it down very, very quickly. 3 minutes to get a hive up, and provided aliens do not get mcs, marines can shut the aliens out of the hive entirely. if aliens get mcs they stand a chance, if friendly fire is on. even at that, marines walk in and drop the hive in 3 seconds.

hive3 is considered complete crap, usually because the game is over by when you get it. its also impossible to hold 3 hives in any real game situation(one marine brings many with a pg). primal scream and web are by far the best alien weapons. sadly, they never really get much use due to the hive holding situation. scream is sometimes used to kill the ips of the marines at the end, yay?

hives need a fix overall. need to be stronger, and have a better way of defending it as far as the aliens go. aliens should be very strong in the hive location. marines can hold their base with distress beacon, why do aliens get nothing of that sort?

phasegates

yes, pgs get their own section. one marine can build a phasegate. why? its so easy for one person to get into a hive and get one of these up. they build so quickly. then the commander can just beacon, drop weapons, marines phase in, get ammo from comm there, hive is dead before aliens can turn around in the direction of the hive. is it the aliens fault for letting ONE MARINE get past? you can't seriously ask aliens to check every corner, i mean, aliens are supposed to be the ambushers, and marines use teamwork. i see no team work in one marine building a pg. thats literally rambo right there.

pgs also allow marines to hold any position on the map with ease. aliens get no such grace, they get MCs. which allows them to hold pre-set map positions, provided the hive is either active or under attack. oh the hive is dying, let me mc in! *use mc* *dies to sg before turning 45 degrees*

jetpacks

okay, these things are just stupid. they allow marines to chase down any life form and get anywhere on the map with stupid freaking speed. no, the weapons do not weigh marines down nearly enough. then they're STOMP IMMUNE? if the jp is ont he ground, he should be treated as a regular marine, because hes given up the jp advantage, or is finally out of fuel(which is when they should be regular marines, so aliens can hold a candle to jps). if a lerk wants to fight a jp thats a whole different story. first, they have to predict where the marine is going and hope to god he doesn't change directions. then, if he does, they have to turn and flap a ton to gain speed(current flight system is crpa, adj seems to be working towards a better one though) and its just overall crap for lerks vs jps. gorges are the only real counter to jps, with HIVE 3 WEBS. oh you don't have hive3? oh well.

motion tracking

remove this. no reason for this to be in, with the rest of what marines get. give obs mt in range, or something, at most. this is far too powerful. counters skulks entirely, and removes any chance of aliens getting any location held. the marines can get anywhere long before aliens. if you don't see why mt is overpowered, you aren't playing ns, honestly. it just counters the entire alien idea. allows marines to track and kill fades with such ease. same for onii, or any lifeform. then you can add this to jetpacks. or marine "ninjas" who get that phasegate in the hive(they can see where to hide based on where aliens are moving, etc)

my conclusion

marines are overpowered at a ridiculous level. their entire tech tree is insane. hitboxes are the aliens SAVING GRACE? WHAT THE HELL. winning should not be reliant on a netcode. marines can ninja, sgs deal full to hives. so many things wrong, so much time to fix them. so get to it, please. this game has so much potential to be fun, it can be balanced with effort. i haven't seen a balance change since 3.0.

Marines = need nerfs

Aliens   = need many, many boosts, or an extreme marine nerf to bring them to their level.



edits:

Shotguns

See: all other sections.

Fades

Fade is an interesting class. depending on luck, and the player, it can turn the game around. its absolutely needed to hold hive2, though. the "hit and run" unit of aliens. funny that every other alien has to do that too, though.

Onos

Hitbox is too large for marines dps compared to its HP. supposed to be able to take on a few marines, but it can't take on ONE HMG? needs a lot of work. sticking with my "nerf marines" theory, upping it at all would make it useful vs lmgs.

Distress Beacon

worst idea. ever. sorry, recalling the entire team to a specific spot for 15 res isn't fair for aliens. especially when it can be done from anywhere on the map. if aliens "lame it up", then yes, for 80+ res, you can hold it for a bit. but marines will overpower the ocs easily. then marines can phase instantly after being beaconed? need a no-phase timer in there somewhere.. should be used for getting a dead team alive, not rofl-owning a hive.

119
Off Topic / How to swamp a connection
« on: March 03, 2005, 06:49:50 PM »
looks like fun. explains the ping spikes now and again, though.

120
General / Marine tricks
« on: March 03, 2005, 02:00:46 PM »
Quote
Quote
Wall Strafing = strafing against the wall you're next to while moving forward

what does this accomplish? do you move faster or something?
[snapback]42310[/snapback]

yea, you move a bit faster. you can use this speed to bhop off of if you do it right, as well. helps moving in vents

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