Finisher

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Comments

  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    edited July 2012
    <!--quoteo(post=1950583:date=Jul 11 2012, 04:43 AM:name=Kasperle)--><div class='quotetop'>QUOTE (Kasperle @ Jul 11 2012, 04:43 AM) <a href="index.php?act=findpost&pid=1950583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I havent seen an argument, why aliens shouldnt have a nuke-ability with 4 hives and for example 1000 TRes. At this point the marines have allready lost...
    I cant really see how that would effect the balancing in any way or how that could change the outcome of the round.
    There is no reason to argue about an ability that ends a long ago lost round ?

    Unless ... u want to punish the aliens for not choosing the right strategy to hit turtled marines by steeling everybodys time ... gg.
    Unless ... u want to give the marines enough time to build their arc-train and turn the round.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because when the game has a techpoint/tiering system in place. It won't need it..

    Not to mention, that's just another thing they would have to fit in within the 2 months before release. Not going to happen.
    And still as it is now, Aliens can still win these stalemates. With the entire map you can load up a few Onos and Gorges and annihilate the Marine base in 10-20 seconds. Just takes coordination and teamwork.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited July 2012
    You can easily end games where Marines turtle on one base by having 4-5 people go onos and rush their com stations.

    If Marines have two bases on the other hand, better hope the Alien com has stockpiled enough t.res to cyst/whip spam the bases or might as well just jump into ready room, because you're not going to win it unless Marines are bad.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    It is hard - much harder than marines find it. Especially when marines have 2 CC.

    However its always possible. Take down powernode, have 1 onos guard it while everyone else kills marines.

    Alternatively, cyst spam and echo whips into base. But arcs make that impossible.


    Not sure how well this will work when exosuits come in, hopefully exosuits will not be the cheap trick that jetpacks are.
  • KasperleKasperle Join Date: 2004-09-29 Member: 31990Members
    de Para should try the new nuke-finisher as a skulk with xeno and feint :D ... its sooooo funny , but still a bug.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1950615:date=Jul 12 2012, 02:11 AM:name=Locklear)--><div class='quotetop'>QUOTE (Locklear @ Jul 12 2012, 02:11 AM) <a href="index.php?act=findpost&pid=1950615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because when the game has a techpoint/tiering system in place. It won't need it..<!--QuoteEnd--></div><!--QuoteEEnd-->
    So assuming say the Exo is linked to a second comm chair, what happens if I have purchased exo and we lose the second CC?
    Aliens lose their abilities such as leap when they lose the 2nd hive...
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