<!--QuoteBegin--Eidolan+Nov 12 2003, 03:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Nov 12 2003, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Stoneburg+Nov 11 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Nov 11 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well surprise, the manual lies about a lot of things. Try testing stuff in game before you hand them out as facts. I didn't mention welding because most of the time it isn't relevant until you get HA. People will die before their armor reaches 0 in 99% of the cases. In the few cases they don't, there's usually at least one welder somewhere on the field and they can go get welded if they like. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I know for a fact weapon up-grades help senterys in 1.04, where dose it say they don't in 2.0?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <b><u>NEWSFLASH!:</b></u>
The best defense againts and type of base rush is Electrfied TF. Biuld the IP right next to it and no skulk will be able to take it out. The more they try the more they die, the more res you get, the more easier it is for you mairnes to go out and gather res.
When you build your armory also build it next to the TF. Build your second IP next to your TF, Build you OB next to it, Build your PG next to it, Build your Arms lab next to it. See how many times the skulks rush you base after that. None. Just try it a couple of times. Where I play you never see intial rushes from skulks.
PerfectOne: The argument wasn't against Turrets or static defense. It was against <i>spending your starting resources</i> on Turrets and static defenses. Hell, I think turretfarming is just about the most enjoyable thing to do as Com, but I don't <i>start out</i> doing it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, to defend base with marines you don't need specific Marines to stay in base. If you're playing aggressively, Marines will <i>die and respawn</i>, meaning that most of the time you will have some Marines inside or close to base. Plant some Mines around base and you should be set. If you get hit, chances are you'll have a Marine or two in base and the skulk(s) will have to dodge the mine(s) while trying to kill him. If you don't have a Marine in base, yell for some to run back (or ask them to suicide and Beacon them in), or, jump out and deal with it yourself (not very risky if you have Mines and a well planned base).
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Eidolan - I know for a fact weapon up-grades help senterys in 1.04, where dose it say they don't in 2.0?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
First of all it's: upgrades, sentries and does.
And as I said, it doesn't say. As I and others have stated, <b>the manual is wrong about a lot of things</b>. If you're basing <b>any</b> of your opinions on what the manual says instead of in-game experiences then chances are that you are wrong. Test your 'facts' before introducing them as facts.
<!--QuoteBegin--Stoneburg+Nov 13 2003, 09:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Nov 13 2003, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And as I said, it doesn't say. As I and others have stated, <b>the manual is wrong about a lot of things</b>. If you're basing <b>any</b> of your opinions on what the manual says instead of in-game experiences then chances are that you are wrong. Test your 'facts' before introducing them as facts. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> when i put the drawdamage on, i notice the turrets only do 10 dmg even at lvl 3. is that a bug?
*hoot*
would be unfortunate if the drawdamage comes from some static value not associated with the actual damage done.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Niteowl+Nov 13 2003, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Niteowl @ Nov 13 2003, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->would be unfortunate if the drawdamage comes from some static value not associated with the actual damage done.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No; I have observed that, with weapons that are affected by weapon upgrades, the number displayed by drawdamage does increase with upgrade level.
back to the definition of a turret farm... i wont call it a farm unless there are >6 turrets. i hardly call 4-5 a farm. in some hives i wouldnt even call 8 a farm like eq! i have seen coms put down in excess of 20 turrets, that is a farm, that is lame and that will have me call u a nb com
First of all, I´m from Brazil and One of the things that I really hate in our NS is that every comm has a diferent way of playing is considered a NB. For example:
When I enter as a Comm, I do so:
2 IPs (Aliens mostly make base rush) 1 Armory (Can be changed by TF) 1 TF (I don´t do It, but i guess it be OK being eletrified) X Turret (Enough til I say the Base is safe)
The problem is: After I put the second IP and the armory, there is always someone that says "Eject the comm.l It´s Newbie one."
One thing they don´t understand is that every comm plays a diferent way.
What do u guys thing about this, and how do u ussually play as comm? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The thing about Armour vs. Weapons is:
lvl1 armour = 50% more health, basically. lvl1 wepaons cuts down bullets needed to kill a skulk by one.
Lvl 2 armour is basically useless, while lvl 2 weapons + hvy weps are teh w1n
Comments
I know for a fact weapon up-grades help senterys in 1.04, where dose it say they don't in 2.0?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<b><u>NEWSFLASH!:</b></u>
<i>The manual was never updated!</i>
When you build your armory also build it next to the TF. Build your second IP next to your TF, Build you OB next to it, Build your PG next to it, Build your Arms lab next to it. See how many times the skulks rush you base after that. None. Just try it a couple of times. Where I play you never see intial rushes from skulks.
The argument wasn't against Turrets or static defense. It was against <i>spending your starting resources</i> on Turrets and static defenses. Hell, I think turretfarming is just about the most enjoyable thing to do as Com, but I don't <i>start out</i> doing it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, to defend base with marines you don't need specific Marines to stay in base. If you're playing aggressively, Marines will <i>die and respawn</i>, meaning that most of the time you will have some Marines inside or close to base. Plant some Mines around base and you should be set. If you get hit, chances are you'll have a Marine or two in base and the skulk(s) will have to dodge the mine(s) while trying to kill him. If you don't have a Marine in base, yell for some to run back (or ask them to suicide and Beacon them in), or, jump out and deal with it yourself (not very risky if you have Mines and a well planned base).
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Eidolan - I know for a fact weapon up-grades help senterys in 1.04, where dose it say they don't in 2.0?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
First of all it's: upgrades, sentries and does.
And as I said, it doesn't say. As I and others have stated, <b>the manual is wrong about a lot of things</b>. If you're basing <b>any</b> of your opinions on what the manual says instead of in-game experiences then chances are that you are wrong. Test your 'facts' before introducing them as facts.
when i put the drawdamage on, i notice the turrets only do 10 dmg even at lvl 3. is that a bug?
*hoot*
would be unfortunate if the drawdamage comes from some static value not associated with the actual damage done.
*chews thoughtfully on meeces*
No; I have observed that, with weapons that are affected by weapon upgrades, the number displayed by drawdamage does increase with upgrade level.
i wont call it a farm unless there are >6 turrets.
i hardly call 4-5 a farm.
in some hives i wouldnt even call 8 a farm like eq!
i have seen coms put down in excess of 20 turrets,
that is a farm, that is lame and that will have me call u
a nb com
First of all, I´m from Brazil and One of the things that I really hate in our NS is that every comm has a diferent way of playing is considered a NB. For example:
When I enter as a Comm, I do so:
2 IPs (Aliens mostly make base rush)
1 Armory (Can be changed by TF)
1 TF (I don´t do It, but i guess it be OK being eletrified)
X Turret (Enough til I say the Base is safe)
The problem is: After I put the second IP and the armory, there is always someone that says "Eject the comm.l It´s Newbie one."
One thing they don´t understand is that every comm plays a diferent way.
What do u guys thing about this, and how do u ussually play as comm? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The thing about Armour vs. Weapons is:
lvl1 armour = 50% more health, basically.
lvl1 wepaons cuts down bullets needed to kill a skulk by one.
Lvl 2 armour is basically useless, while lvl 2 weapons + hvy weps are teh w1n
lvl 3 is just own no matter