Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Avs

Pages: 1 [2]
21
General / New Changelog, Release Immenent
« on: September 03, 2004, 03:44:06 PM »
Buwhahaahhaha time to initate JP strat of DEATH.

22
Media / I Want You!
« on: September 02, 2004, 12:32:44 PM »
I want a big X, its not for my signature, instead Im going to use it in a graphic Im already designing.

The X should be wider than it is tall. 5 inches or so wide, or a little more. The X should have two outlines that go around it, the first should be a semi dark blue, while the 2nd boarder should be a lighter blue. The inside however should be a shade gradient thats darker blue, so that it looks like it reflects light on a black background. The X itself should be 20% transparent. The X has to look really professional like, and has to be sharp. I think I might draft a few myself in order to give you a better idea.

23
General / Don't Piss Me Off.
« on: September 01, 2004, 06:04:39 PM »
Note to self: Sit on Asal as a skulk and claim your trying to gestate into a gorulk.

24
General / Bill Comm Strats
« on: September 01, 2004, 06:02:22 PM »
Id have to say it wouldnt have work without our excellent teamwork and the 51st marine battalion known as the Mices. It was phase-tastic.

25
Off Topic / I’m Worried
« on: August 29, 2004, 11:37:59 PM »
When Halflife 2 is released, we will all be playing some of it to see whats up and about instead of being on LM like we usually are. Therefore Grayduck wont have anyone to play with :(

26
General / Dear Rcon Admins
« on: July 20, 2004, 01:15:22 AM »
We did win one game as marines. And the other games we would have won because we we're cookie cutting those aliens.

27
General / Reducing Rambo Effectivness
« on: July 18, 2004, 12:58:02 PM »
I dont really see skulks being underpowered. Its just a problem that since they have no ranged attacks, and since people are most used to FPS at a distance, that skulks get shot up at long ranges. But then when they start closely, marines have the hardest of times hitting a skulk which can kill them in half a second.

It comes down to the map too. Good marines will try to force skulks to attack them in long hallways, while good skulks will try to minimize the distance. Then all it is is a waiting game and whos has the faster reaction time close quarters.

Its already hard enough to hit skulks who can move at an average of 350, let alone 425.

28
General / Cs ... No Ones There
« on: July 16, 2004, 06:39:43 PM »
Didnt Ut2k3 also make a Urban Terror CS like mod?

29
General / Reducing Rambo Effectivness
« on: July 16, 2004, 06:36:09 PM »
I say the biggest problem is that the marine team now equals instead of 5 men and 1 commander, its 2 men and 1 commander.

Since plenty of skulks out there can take two marines reguardless of skill level..., now its a 6v2 game.

30
General / What About The Marines?
« on: July 08, 2004, 02:28:53 AM »
On contrary to that. Ive found that a great marine player will verbally converse with the commander, support or contest the strategy, but ultimately strive to help the team win. So in the case if a comm is making a mistake, he will correct the comm. In any situation he will suggest what to do first, as he is in the best situation to do so. For example, the minimap basically shows everything that the commander can see. However, the commander always has to keep an eye on the main viewing area of the map, not the smaller minimap in his left bottom corner. The marine on the otherhand always has time to check his minimap, and whats better, is that he is there in person, so he knows (given hes already a good player, ie good shot, and good players kills in communication, hear, good common sense, etc) what should be done. Ive seen a lot of commanders drop resource towers without asking if its safe, and then having to watch a skulk kill the marine, and losing the tower.

The marine alone knows whether he can complete an objective or not. So I rather have my marines (when I comm), not only follow orders, but tell me whats going on around the map. I could go on and on about how a marine should play NS, (I wrote a 21 page faq on what 1 marine should know and how he should play), but you probably get my point.

Sometimes you need to prod the marines a little, ask them a little more, goad them to not get ammo, but patience is key, and it build relationship between marines and you as a comm.

31
General / Fun With Bots
« on: July 07, 2004, 08:09:17 PM »
On another server, what we do is get a few players together on combat, 3-5, and then set the entire alien team as bots (around 15-20), vs us marines. Its a pretty intensive battle sometimes as you just cant reload fast enough to take down 7-9 skulks charging one player. That was using default skill setting. If we put the skill setting higher those whichbots start bunnyhopping and doing the craziest things. Fun game though!

32
General / Aliens (movie) Pack For Aliens (ns)
« on: June 30, 2004, 05:14:39 PM »
If you check www.natural-selection.org 's forums and click on the links post under the customization thread you'll probably find the Aliens pack there.

33
Off Topic / If You Use Internet Explorer
« on: June 27, 2004, 07:45:51 PM »
What happens when you use like 4 browsers at once?

34
General / Running Away At The Start Of The Game
« on: June 27, 2004, 07:42:21 PM »
Your attitude towards teamwork makes me sad. :(

35
General / The Commander Comment Corner
« on: June 26, 2004, 03:34:06 PM »
Be creative!

36
General / Favourite Ut Character?
« on: June 17, 2004, 10:42:32 PM »
Sapphire!

37
General / Suggestions For Ns
« on: May 20, 2004, 04:44:05 PM »
Yeah sounds way too powerful. And as for resources showing up on the alien tabs... I guess its just me that doesnt have it enabled.

38
General / Suggestions For Ns
« on: May 19, 2004, 11:37:47 PM »
Aliens

Add resources needed to gestate/drop structures/evolve next to the pull out tab menus.

Allow movement chambers to cycle inbetween hives like phase gates.

->As for spikes well, I saw them as really overpowered as you could spike marines quickly to death from really far distances.

Marines

Allow marines who are spectating (while dead) to see what the commander is doing: Ie. dropping buildings/weapons/etc.

If the aliens should get a radius marker for structures for D/O/S/M structures, marines should recieve the same radius type markers for turrets/electrifications/armorys/prototypes in game.

Waypoints that work [They disappear if you touch them and are smaller or more transparent as you near them as to not block your vision].

Pages: 1 [2]