BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
edited November 2013
Had fun on this tonight. Got close to a stalemate in the dome, but a lerk managed to sneak by, go gorge, and drop a tunnel in East Junction. Didn't last long after that
I recommend you add a "flow" line to the minimap, so people can tell where they need to go. It wasn't clear when we first started playing.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,
Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,
Still need the RTs.
A strategy that worked very well last night on the summit tow was getting three hives, and using contaminate to sneak echo an egg into a hidden corner of marine start.
Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,
Still need the RTs.
A strategy that worked very well last night on the summit tow was getting three hives, and using contaminate to sneak echo an egg into a hidden corner of marine start.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Made some changes yesterday:
1) Gave marines skylights RT back. Both teams can acquire 5 nodes each reasonably well.
2) Added game-start (non-researched) PG from MS >>> C12 (help early marine pressure since aliens are in cargo and potentially pipeline fairly quickly)
3) Opened up dome, although, its a dead end. Not sure if I'll keep this.
4) Power node in skylights, topo, east junc. start socketed to speed marine early game.
5) Closed off a few vents into pipeline so marines have an easier time holding it.
Comments
I recommend you add a "flow" line to the minimap, so people can tell where they need to go. It wasn't clear when we first started playing.
Still need the RTs.
A strategy that worked very well last night on the summit tow was getting three hives, and using contaminate to sneak echo an egg into a hidden corner of marine start.
Why not just echo whips?
Im presuming the egg is for someone to die and respawn into, go gorge, drop tunnel. Or am i too creative? :P
1) Gave marines skylights RT back. Both teams can acquire 5 nodes each reasonably well.
2) Added game-start (non-researched) PG from MS >>> C12 (help early marine pressure since aliens are in cargo and potentially pipeline fairly quickly)
3) Opened up dome, although, its a dead end. Not sure if I'll keep this.
4) Power node in skylights, topo, east junc. start socketed to speed marine early game.
5) Closed off a few vents into pipeline so marines have an easier time holding it.