Inaccesible (not Really) Vents

mp40mp40 Join Date: 2003-04-06 Member: 15236Members
How on earth does one (especially a lowly skulk) access that vent that leads to satcom from that L-shaped corridor with the glass windows? I have lost two games because i couldn't seal that and the marines sieged.

Additionally, the vent that leads from the large hall (data core alpha i believe) outside of archiving in hera has a vent that leads somewhere (processing, correct me if i'm wrong). That needs to be "broken" in some way to allow access as well.

Just how do you get into these vents?

Comments

  • Mjr_BeatingsMjr_Beatings Join Date: 2002-12-21 Member: 11283Members
    edited June 2003
    The first one isnt really a vent. You (as marine) weld the two wires near the marine base door of that 'L' shaped area, then the satelite shoots through the first wall. The second wall (nearer Sat Comms hive can be broken through by either side once the first wall has been broken.

    The second thing you mention I think is the small wall leading into the hive which a skulk can climb up and over or a lerk can fly over, but all other classes as well as marines have to go up the lift and into the hive on the upper level (or be boosted over) The marines can weld this down so any class can get over it with a simple crouch jump.

    If on the other hand you mean the vent on the upper level of Data Core Alpha, that can be welded shut by a weld point in Holoroom (double res) I am not sure if it can then be opened/closed by a switch once it has been welded. If anyone can clear that up it may be helpful.

    Feel free to correct me if I am wrong. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    EDIT: You can find place names on the overview maps <a href='http://www.tribes2maps.com/ns/' target='_blank'>here</a>
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    We spent ages looking for a switch for various vents in holo. Some of them have gone in NS2, but still the ones left lack switches.

    I suppose this is becuase there is no real reason for the marines to open them up once they've welded. If the aliens proceed to take holo then IMHO marines should keep their advantage of closed vents. This makes the welder more worthwhile, as its firepower seems to have been somewhat numbed in NS2.

    Those map views are ace. I strongly recommend them. That Bytor is great. Must have taken him ages... Ah well. Mine now. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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