as for hand nadeS: I see the other thread ^_^, ok... I haven't really used catpacks yet, as they seem to require a good amount of resources, and don't last long enough to justify their expense.
im not a big fan of either <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> but maybe thats just my ignorance cos i commed so much 2.01
but as for the hand nades; i think somewhere, somehow, theyre worth their 20 res. im still trying to figure out how though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Catpacks are great against escaping onos since they improve both damage and <b>speed</b> and against hives making it possible to take it down 25% faster. Other than that, however, i don't see much other use for catpacks at this point. Grenades are very difficult to handle at this point because of the very limitted range and long draw time, but i'll get used to it. I've used grenades against clusters of aliens, escaping aliens (threw a grenade in onos' a$$ and pistolled him to death) and against structures. Grenades are a good counter to a gorge healing OCs: Throw a grenade and then run around the OCs and kill the damaged gorge. Without the grenade the ocs and gorge spit would have killed the marine before he can kill the gorge... Another use is to get rid of aliens hiding in the vents. In 2.0 the comm had to buy a GL, now you just need 2-3 people to throw a grenade.
Drop catpacks on a marine knifing an rt, those seconds saved could mean whether the node goes down or the aliens kill the marine and save the node with 1 red bar left.
If you didn't have to upgrade catpacks, they might be worth the 4 res each. But as is I'd much rather have two shotguns in the field at any one time than catpacks. Two shotguns would still take out a rt faster.
I find that using catpacks are more usefull on CO maps then NS maps... just because, They only last for a short period of time & the chances of runing into an alien on a smaller map is more likley then on larger maps...
HG's are easily worth the 20res upgrade, they add versatility and firepower to all your marines. I find them great for helping a rush take down a hive. I've been thinking about the limit of just 1 grenade though. I can see they could be too powerful if marines had more at any given time but the idea of getting a HG from an armoury sounds interesting. Perhaps the armoury has to have the HG upgrade to be able to resupply HG's. Make the upgrade take longer and increase its cost, maybe.
I only ever research catpacks as the last upgrade, and tend only to use them late on or in long games. Now they don't damage the marines, it makes them slightly more useful.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4 Shotguns and 4 catpack will have a hive down in seconds flat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
exactly right shotty rush with cats = dead hive so fun to watch
hmm ok so the impression I'm getting is more or less HG = should get early (around A1/W1) and save catpacks for when I have overflowing res, ty for all your input. I've since experiemented myself with the two upgrades. HGs seem to be somewhat limited in usefuleness, except against the now rare WoL's, although it does equip every marine that spawns with one free of charge after that (so it basically pays for itself very quickly I guess).
imho, it's the far more subtle changes that are really worth noting.
a2 = rines get FOUR BITES from a skulk!! wow!! almost worth going a2 before w2...
MT = at 35 rez, it's almost affordable, and now with the blips on the comm minimap and the JoevMap (i think that's what it's called) makes it totally worth it.
reduced armor of skulks means you can afford to go MT early, as opposed to getting to w2 asap.
<!--QuoteBegin-Rennex+Jan 31 2004, 11:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Jan 31 2004, 11:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Drop catpacks on a marine knifing an rt, those seconds saved could mean whether the node goes down or the aliens kill the marine and save the node with 1 red bar left. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> nice one never though of that
<!--QuoteBegin-Rennex+Jan 31 2004, 11:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Jan 31 2004, 11:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Drop catpacks on a marine knifing an rt, those seconds saved could mean whether the node goes down or the aliens kill the marine and save the node with 1 red bar left. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Good idea, probably safe in pubs aswell, just drop as soon as the slashing begins.
I've been experiementing with the cata packs and I've come to the conclusion that they suck. It takes a good chuck to research them and then it costs 4 every time you want to use them, and what usually happens is the marine will just go through his clip very fast then stop and reload and waste valuable seconds. It's ok with HMG but worthless with gl. It would be much nicer if it sped up reload times.
As for the hand grenade: It's not bad considering it's totally free every time you spawn. It would be nice if you could time them though.
Also, what if cata packs worked like the hand grenades. After it's been researched every marine starts with one and can use it whenever. Just a thought.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
because of metamod limitations I did not find myself in a position to test catpacks yet.
But the handnades own. To make sure they are only aquiered when respawned balances it, while it does good damage.
I got onos down by throwing it, then emptying clips. Also its great to quickly throw it at OCs and I also got lerk and skulks with it. both flight and leap. This usualyl kills them headon, which helps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I played a game on tanith, where all the aliens were in their hive, as onos/fade, with plenty of OCs and no chance of winning. We had all the other res, but we still couldn't beat them.
I equipped all 6 of my marines with Jetpacks and shotguns, and as they approached the hive, littered the ground with catpacks. The hive never stood a chance. Shotgun clips go fast already, with a pistol clip to back it up. the hive takes amazing ammounts of damage very very quickly.
<!--QuoteBegin-TheKillingTree+Feb 4 2004, 07:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheKillingTree @ Feb 4 2004, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4 Shotguns and 4 catpack will have a hive down in seconds flat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
exactly right shotty rush with cats = dead hive so fun to watch <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't get it though, if you manage to get 4 shotguns into the hive it's dead whether you are using catpacks or not. Why bother to upgrade it? Save that res for meds or hand out another shotty. Or both.
Because when you have a heavily fortified base like that, you need your marines to take it down yesterday. Due to the speed increase, even nubs can dodge meelee attacks just long enough to empty your clip.
<!--QuoteBegin-Legionnaired+Feb 8 2004, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Feb 8 2004, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I played a game on tanith, where all the aliens were in their hive, as onos/fade, with plenty of OCs and no chance of winning. We had all the other res, but we still couldn't beat them.
I equipped all 6 of my marines with Jetpacks and shotguns, and as they approached the hive, littered the ground with catpacks. The hive never stood a chance. Shotgun clips go fast already, with a pistol clip to back it up. the hive takes amazing ammounts of damage very very quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Or you could have sieged.
Three shotguns will take down an oc faster than one shotgun with a catalyst. Plus you get four extra res in the bargin. I guess I'm missing something. Where's the advantage?
Kent, I think the best place to use catpacks is by using lots of single marine rambo's to hunt down alien nodes and take them down nodes en masse, much like the original type of JP containment that was popular with the starting of 2.01.
catpacks are usefull for some degree but it's just plain stupid that you waste more cated time on reloading than actually shooting
and there is some strange bug when you build 2 arms lab's to research cat's and armor1 at the same time if you sell the wrong arms lab after that you can't drop any cat's not even in new rounds cat's are bugged until serverrestart
and the hg i dunno what to think of them all this stuff about throwing them on WoL or behind rt's to kill a skulk is just not like it's told here
Throw your HG at an OC and the damage is crappy the oc will lose about 2 dot's not more
Try throwing your hg at that lil bugger skulk behind the rt, skulk hears you pulling the pin and bites you to pieces.
Comments
but maybe thats just my ignorance cos i commed so much 2.01
but as for the hand nades; i think somewhere, somehow, theyre worth their 20 res. im still trying to figure out how though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Grenades are very difficult to handle at this point because of the very limitted range and long draw time, but i'll get used to it. I've used grenades against clusters of aliens, escaping aliens (threw a grenade in onos' a$$ and pistolled him to death) and against structures. Grenades are a good counter to a gorge healing OCs: Throw a grenade and then run around the OCs and kill the damaged gorge. Without the grenade the ocs and gorge spit would have killed the marine before he can kill the gorge... Another use is to get rid of aliens hiding in the vents. In 2.0 the comm had to buy a GL, now you just need 2-3 people to throw a grenade.
Edit: Grenade = hand grenade
HG's are so useful early game and it is almost a Must get
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Good for either the rush, or the late-game blitz. Nowhere in between.
I only ever research catpacks as the last upgrade, and tend only to use them late on or in long games. Now they don't damage the marines, it makes them slightly more useful.
exactly right shotty rush with cats = dead hive
so fun to watch
a2 = rines get FOUR BITES from a skulk!! wow!! almost worth going a2 before w2...
MT = at 35 rez, it's almost affordable, and now with the blips on the comm minimap and the JoevMap (i think that's what it's called) makes it totally worth it.
reduced armor of skulks means you can afford to go MT early, as opposed to getting to w2 asap.
nice one
never though of that
Good idea, probably safe in pubs aswell, just drop as soon as the slashing begins.
As for the hand grenade: It's not bad considering it's totally free every time you spawn. It would be nice if you could time them though.
Also, what if cata packs worked like the hand grenades. After it's been researched every marine starts with one and can use it whenever. Just a thought.
But the handnades own. To make sure they are only aquiered when respawned balances it, while it does good damage.
I got onos down by throwing it, then emptying clips. Also its great to quickly throw it at OCs and I also got lerk and skulks with it. both flight and leap. This usualyl kills them headon, which helps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I like it.
I equipped all 6 of my marines with Jetpacks and shotguns, and as they approached the hive, littered the ground with catpacks. The hive never stood a chance. Shotgun clips go fast already, with a pistol clip to back it up. the hive takes amazing ammounts of damage very very quickly.
exactly right shotty rush with cats = dead hive
so fun to watch <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't get it though, if you manage to get 4 shotguns into the hive it's dead whether you are using catpacks or not. Why bother to upgrade it? Save that res for meds or hand out another shotty. Or both.
I equipped all 6 of my marines with Jetpacks and shotguns, and as they approached the hive, littered the ground with catpacks. The hive never stood a chance. Shotgun clips go fast already, with a pistol clip to back it up. the hive takes amazing ammounts of damage very very quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or you could have sieged.
and there is some strange bug when you build 2 arms lab's to research cat's and armor1 at the same time
if you sell the wrong arms lab after that you can't drop any cat's not even in new rounds cat's are bugged until serverrestart
and the hg i dunno what to think of them all this stuff about throwing them on WoL or behind rt's to kill a skulk is just not like it's told here
Throw your HG at an OC and the damage is crappy the oc will lose about 2 dot's not more
Try throwing your hg at that lil bugger skulk behind the rt, skulk hears you pulling the pin and bites you to pieces.
When i comm i still don't upgrade tham after all