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Messages - breakfastsausages

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General / Early fade counters?
« on: December 21, 2004, 01:55:54 PM »
Shotguns, a Bible, some holy water, an old priest, and a young priest.

Forcing the battle into a long hallway or an uneven area where blinking is harder also helps.  fades don't like confined spaces.

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General / Movement Start
« on: December 19, 2004, 03:21:18 PM »
I credit friendlyfire for the mcs first being viable.  The fact that the gorge who built the hive can hang around and spit it every few seconds gives a huge bonus for aliens to get to the key areas they need to defend in time to actually make a difference..  You really don't see this strategy with any reliability on non-ff servers because any marine team with half a brain will hold off attacking the unbuilt hive untill they have enough firepower in the area to guarantee success, which pretty much makes the mcs a waste of money.

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General / Beta 6 changelog
« on: December 17, 2004, 02:46:57 PM »
wow I love like all of those changes except for one, and the rest are so great I already forgot which one I don't like.

sensory will be pretty hot if you have a very smart team, well placed chambers will me scent of fear, cloaking, AND focus, for every alien.

It seems like movements are still going to be a little left out in the cold though, they should improve the teleporting behavior and come up with a passive ability which is more useful than free adrenaline. (or perhaps nerf some of the aliens energy capacity so the free adrenaline is as relevant as healing or cloak).

On the subject of every skulk having upgrades:  Thats how it used to be, and imo thats how it should be.  Although it seems like maybe marines will need a little something extra to compensate.  On the other hand it will be interesting to see where the chips fall with the hitbox changes.

In the current version being fully cloaked protects you from motion tracking even if you are moving.

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