This One Is Simple. Phasegates!
MMZStickman
Join Date: 2002-11-03 Member: 5642Members
<div class="IPBDescription">you know its annoying when....</div> you teleport into a new location and because the phasegate is near a wall (to keep it out of enemy fire range) you get pinned because you exit right instead of left... then trying to get across the active surface you get beamed back, or even worse into another part of the phasenet that is hostile.
My solution is simple.. can we use the +USE key on the surface of the teleporter to activate it? itll make things easier to get around. and then really allow it to be protected/hidden without worrying about exit points. of course the bugs can still use it too.
-Stick
My solution is simple.. can we use the +USE key on the surface of the teleporter to activate it? itll make things easier to get around. and then really allow it to be protected/hidden without worrying about exit points. of course the bugs can still use it too.
-Stick
Comments
Yes! Make it so you have to use it. It may not look quite the same, but for commanders who build lots of things in small spaces (making it difficult to get off the pad) or when an assaulting alien, it would be great if you didn't get warped unless you REALLY wanted to.
So many many times I've been warped as a skulk, since the height of the phasegate is such that you can run onto it if you overshoot by a tiny bit, and the hitbox for the thing is so low and close to the pad that it can be very difficult to munch it without getting on.
If a marine expansion is under attack, the marines will want to rush through that phasegate to save it. If a fade (or even a skulk) is standing right over the phasegate, won't the incoming marines get telefragged?
I figured any entity (ie: marine) that tried to get 'created' in a space already occupied by another entity (ie: alien) would be telefragged. Sort of a "I was here first" thing.
but the "use" key idea is worth trying.