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142
General / Ns: Combat
« on: February 05, 2004, 08:15:06 PM »Quote
...and make armor1 negate focus's 1 shot kill...Does it not do so already? I am certain it does. Many times I, with full health and full level 1 armor, have been hit by a focused bite, and every time I survived with 40 health.
143
General / Ns: Combat
« on: February 04, 2004, 04:36:54 PM »Quote
Spawn invulnerability should go back in, I've been saying that since the first time I read the beta two changelog. I don't know what posessed the devs to remove it.Perhaps it was the fact that players now spawn in waves, making spawn camping much more difficult.
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General / So Many Newbies...
« on: February 04, 2004, 12:50:08 PM »Quote
Most of the time everyone should drop a node right away and then gestate back to skulk again.Against a competent marine team, you really shouldn't have more than perhaps four people drop nodes in the beginning, as you cannot realistically expect to hold more than five nodes against a good marine team in the early game.
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Off Topic / Discuss Your Silly Keyboard Config Here
« on: February 03, 2004, 09:54:59 PM »Quote
I'm disapointed to see that no one is using the keypad... o_O :help:Lito is.
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num8,num4,num6,num2 - movements
kp_enter - weapon 1
kp_plus - weapon 2
kp_pgup - weapon 3
kp_home - weapon 4
kp_star - reload
kp_slash - +voicerecord
num5 - use
kp_del - duck
mouse1 - +attack
mouse2 - jump
wheelmousebutton - dropweapon
Pagedown - +showmap
downarrowkey - pop-up menu
p,[,],\ - call for oders, acknowledge orders, medpack, ammo respectively
h - hive
o - offense chamber
d - defence chamber
m - movement chamber
s - sensory chamber
shift + ` - MAGIC SQUIIGGLE YEAH!~~~~~~~~~~~
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General / Ns 3.0 Thoughts
« on: February 02, 2004, 02:16:41 PM »Quote
In 2.01 carapace always doubled your bullet-eating capacity. Skulk went from 9 to 19 shots. Fade went from 30 to 60. I dunno how it is in 3.0, but I'll bet it's the same.Not quite correct. Skulk went from 11 to 16 bullets (9 to 19 was in 1.04), Fade went from 36 to 55, and Onos went from 72 to 100.
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carapace is also effected by the number of hives you have =PNot exactly, though it is true. Armor, in general, is affected by the number of hives.
147
General / Glowing Skulks
« on: January 29, 2004, 10:44:45 PM »
Oh, on Lunixmonster. Missed that.
149
General / Ns 3.0 Thoughts
« on: January 29, 2004, 01:41:15 PM »Quote
So what it really comes down to is that the aliens need to work as a team MORE than they did previously.Indeed. Teamwork among the aliens was once prevalent, back in 1.04. Now, it must be relearned.
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Aliens just need more hard counters to things. HA should not be Oh crap HA gg. We were talking about this in IRC, aliens need uber hive 3 abilities. Charge should kill A3 LA marines in 1 hit. Unless the marines are very good(And if they are very good, why did the aliens get 3 hives in the first place?) they can't recover from hive 3.The problem with that is that it would mean a full fourth of the alien abilities would never be seen in serious play. Quite a waste, if you ask me.
In addition, I don't even see any benefits that would be achieved by so greatly increasing the power of the third hive. It would give the aliens the power to counter late game marine technology, certainly, but three hives should not be necessary to counter any marine technology. Because of the amount of map control it entails, third hive should only be an accessory.
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General / Ns 3.0 Thoughts
« on: January 28, 2004, 09:00:28 PM »
I am not. Of course you need a good portion of the alien team to build resource chambers. But having the entire or nearly the entire team build resource chambers is a waste.
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General / Ns 3.0 Thoughts
« on: January 28, 2004, 07:59:04 PM »Quote
also civil, on the node philosphy, dropping 1 node in the beginning only helps the team ven more, its like paying 15 res, to gain 1 res per tick, it adds up. If everyone doesnt drop a node besides player(s) saving for hive/chamber u DONT see the higher lifeforms later game. so it works out for the worst, saying that philosophy is the reason why aliens are losing more is contradicting yourself because 2 nodes to support a team of 8 is not going to cut itIt doesn't work like that. It isn't as simple as paying 15 resources to get .25 per second. To continue receiving resources from resource chambers, you must prevent the marines from destroying them. And how often does an alien team successfully hold more than perhaps four nodes against a competent marine team in the early game? Not often, in truth. Early game marines have better map control than early game aliens. Unless you are fighting an incompetent marine team, it is wasteful to have the entire team build resource chambers simply because you cannot hope to hold anywhere near all of them.
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General / Half Life 2 Ns Mod?¿?
« on: January 28, 2004, 05:39:57 PM »
And some are surface bases. Isn't Hera a surface base?
153
General / Half Life 2 Ns Mod?¿?
« on: January 28, 2004, 03:51:14 PM »Quote
but then again half of the new maps are such garbage anyways, i was looking out the window on one of them, i was thinking " mountains in outta space? "Perhaps that map was not intended to represent a space station [edit]or ship[/edit].
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Off Topic / Discuss Your Silly Keyboard Config Here
« on: January 28, 2004, 03:29:02 PM »
I just recently made some fairly large changes to my configuration (the weapon switch keys in particular, I used to have them as default), and I am still adjusting some controls.
WASD is movement.
Space is jump.
CTRL is crouch, and ALT is toggle crouch (script).
Shift is walk.
Mouse1 is attack.
Mouse2 is slot1.
Q is slot2.
E is slot3.
4 and MWHEELDOWN are slot4 (I actually just bound it to MWHEELDOWN, and I plan to settle on one of them).
R is reload.
MWHEELUP cancels a reload (lastinv;wait;lastinv). I actually don't find this any faster than just switching to another weapon and back, but I use it for convenience.
G is drop weapon.
Mouse3 is the pop-up menu.
F is use, and backspace is toggle use (script; for building).
3 is flashlight.
C is minimap.
Tab is scoreboard.
~ is console.
T is the ever useful spray logo.
P is nexttrack, for when I want to hear some nice, atmospheric music.
Z and enter are voicerecord (not that I ever use it).
Y is messagemode.
U is messagemode2.
X is 'need healing.'
V is chuckle.
B is taunt.
O is offense chamber.
[ says timeleft.
] says nextmap.
/ is /stuck.
\ is kill.
KP_MINUS is retry (to avoid the map change crash in 2.01).
F1 is jointeamone.
F2 is jointeamtwo.
F3 is autoassign.
F4 is readyroom.
WASD is movement.
Space is jump.
CTRL is crouch, and ALT is toggle crouch (script).
Shift is walk.
Mouse1 is attack.
Mouse2 is slot1.
Q is slot2.
E is slot3.
4 and MWHEELDOWN are slot4 (I actually just bound it to MWHEELDOWN, and I plan to settle on one of them).
R is reload.
MWHEELUP cancels a reload (lastinv;wait;lastinv). I actually don't find this any faster than just switching to another weapon and back, but I use it for convenience.
G is drop weapon.
Mouse3 is the pop-up menu.
F is use, and backspace is toggle use (script; for building).
3 is flashlight.
C is minimap.
Tab is scoreboard.
~ is console.
T is the ever useful spray logo.
P is nexttrack, for when I want to hear some nice, atmospheric music.
Z and enter are voicerecord (not that I ever use it).
Y is messagemode.
U is messagemode2.
X is 'need healing.'
V is chuckle.
B is taunt.
O is offense chamber.
[ says timeleft.
] says nextmap.
/ is /stuck.
\ is kill.
KP_MINUS is retry (to avoid the map change crash in 2.01).
F1 is jointeamone.
F2 is jointeamtwo.
F3 is autoassign.
F4 is readyroom.
155
General / Ns 3.0 Thoughts
« on: January 28, 2004, 02:44:12 PM »Quote
On the nades: It's the old gameplay > realism thing. Sure, it doesn't make sense to only get one and no more until you die. But they're so freaking strong that if you could load up on them then just about any alien chamber would be worthless, falling to nadespam. That's why the GL has a higher cost, and makes the wielder pretty vulnerable, unless they want to GL their feet to take out skulks.I agree that a marine should not be able to load up on grenades. That would indeed be folly. I'm arguing that a marine should be able to gain a new grenade by means other than death. I don't see how that change would be unbalancing; after all, it can be done in the current version with suicide.
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And as far as res whores/res hoarders/whatever you call them: It's the many and obvious bad people who have given the few good ones a bad name here. When someone jumps in, drops no RTs, doesn't save for hive, doesn't even drop a chamber, goes fade/onos ASAP and then whines that no one will drop him DCs/MCs, only to die thirty seconds later and then LEAVE THE GAME... well, that's where the animosity comes from, and it happens far too often. If someone says right off 'guys, I'm a very good fade, if I fade early I'll probably last for the rest of the game, and I'll keep marines distracted and take out elec'ed RTs' and so forth, THAT'S GREAT. Hoard that res buddy, you'll be helping the team.Well, I don't know how many others share that opinion, but perhaps I'll try that sometime.
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General / Would There Ever Be A Lunixmonster Clan?
« on: January 28, 2004, 01:52:42 PM »Quote
Niteowl: That's neat, now can you explain what all the [e] [e/a] [e/r] stuff is that TSA people put after their names?From what I can remember of the original post on the NS Forums, those letters designate the player's specialty. For instance, [e], if I remember correctly, means engineer.
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General / Ns 3.0 Thoughts
« on: January 27, 2004, 09:12:32 PM »
Focus, in my opinion, should never have been added. It is a nice upgrade, assuredly, but it does little to improve the viability of the sensory chamber. The sensory chamber lacks versatility. All of its upgrades, along with its effect, are generally geared toward the same tactics: ambushing, and hit-and-run strikes. Focus is no different. Because of this, once the marines counter these tactics, the sensory chamber becomes for the most part worthless. The sensory chamber needs more versatility if it is to become a viable choice.
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[/edit]
[edit]
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And as for grenades, although yeah, grenade spam would be a problem, grenades do not fall under the category of mines, you get them as you spawn. Why should I have to type 'kill' just to get another grenade? Maybe make it so it takes 15 seconds 'reloading' the grenade... or somethngAgreed. It makes no sense and is completely unbelievable that a marine who spent his grenade would want to suicide so that a replacement who has a grenade would be sent.
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General / Ns 3.0 Thoughts
« on: January 27, 2004, 03:08:36 PM »Quote
...and the REST to drop 1 node or more.I'd imagine that that's part of the reason why they're losing so badly. Because of philosophies like this one, and because players who save for an early higher lifeform are typically despised and referred to as "resource whores." As a result of this, higher lifeforms rarely appear at the time when they can make the biggest difference to the outcome of the game.
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The aliens rarely produce higher lifeforms in the early game. Additionally, the ones they do get are usually inexperienced or downright newbie. Also, they rarely work together like the marines do, or like they did in 1.04. They are not utilizing their power. Is it really such a surprise that they are losing so consistently? In 2.0x, the aliens could get away with not fully utilizing their power, simply because they were overpowered. Now, in 3.0, they no longer can.
That said, I do agree that the balance is off. I only disagree as to the extent.
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General / What's Your Playing Style
« on: January 26, 2004, 07:50:11 PM »
Another thing, I prefer to work alone or in small groups when marine.
Also, I'm quite good at placing mines. When given the task of mining a base, I try to see myself as an attacking Skulk. I consider the route of entry, the targets of choice and angle from which I would attack them, and any hiding spots, and I place the mines accordingly.
Also, I'm quite good at placing mines. When given the task of mining a base, I try to see myself as an attacking Skulk. I consider the route of entry, the targets of choice and angle from which I would attack them, and any hiding spots, and I place the mines accordingly.
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General / Your Funniest Mistake When You Were A Newbie
« on: January 23, 2004, 08:05:24 PM »Quote
Gorges in 1.04 were easier to kill for some reason though... maybe because there was only one of them.Gorges in 1.04 were literally weaker than Gorges in 2.01. A 1.04 Gorge took 15 LMG bullets to kill, whereas a 2.01 Gorge takes 22.