A Few Discussion Topics
Lee_Harvey
Join Date: 2002-12-23 Member: 11448Members
<div class="IPBDescription">combat only</div> First off: Sensor Sweep
In early games when marines are all hiding in their spawn one of the only options for aliens is to cloak and go in after them. The problem arises when one person on their team has Sensor Sweep. I've experimented and found that the sensor range will cover the entirety of all but one marine spawn (the huge open one, forget the name). Also, as soon as one sensor sweep's effect has worn off another ping happens. This means that ONE person spending ONE point effectively neutralizes an entire ability for the aliens. I think if there was like an 8-10 second gap between pings, skilled aliens could still sneak up on the camping marines with some effectiveness.
Next: New spawning system.
Since beta 3 came out, about 1/2 to 3/4 of the games I've played have ended in the firt 5 minutes. One team takes the advantage and BOOM game over. I believe it to be because of the new spawning system. With the old one, it took later-game tech to be able to kill off the other team. Now it takes one skulk/shotty marine spawn camping while therest of the team kills hive/CC. I understand the desire to shorten games, but I do not believe that making games effectively over in the first 3 minutes was the proper solution.
Activating Flame Sheld:
<span style='font-size:14pt;line-height:100%'><b><span style='color:blue'>j</span><span style='color:red'>0</span><span style='color:purple'>0</span> <span style='color:orange'>h</span><span style='color:yellow'>a</span><span style='color:gray'>v</span><span style='color:green'>e</span> <span style='color:blue'>a</span><span style='color:red'>c</span><span style='color:purple'>t</span><span style='color:orange'>i</span><span style='color:yellow'>v</span><span style='color:gray'>a</span><span style='color:green'>t</span><span style='color:blue'>e</span><span style='color:red'>d</span> <span style='color:purple'>t</span><span style='color:orange'>e</span><span style='color:yellow'>h</span> <span style='color:gray'>f</span><span style='color:green'>l</span><span style='color:blue'>a</span><span style='color:red'>e</span><span style='color:purple'>m</span> <span style='color:orange'>s</span><span style='color:yellow'>h</span><span style='color:gray'>e</span><span style='color:green'>e</span><span style='color:blue'>l</span><span style='color:red'>d</span><span style='color:purple'>!</span><span style='color:orange'>!</span><span style='color:yellow'>!</span><span style='color:gray'>1</span><span style='color:green'>1</span><span style='color:blue'>o</span><span style='color:red'>n</span><span style='color:purple'>e</span></b></span>
In early games when marines are all hiding in their spawn one of the only options for aliens is to cloak and go in after them. The problem arises when one person on their team has Sensor Sweep. I've experimented and found that the sensor range will cover the entirety of all but one marine spawn (the huge open one, forget the name). Also, as soon as one sensor sweep's effect has worn off another ping happens. This means that ONE person spending ONE point effectively neutralizes an entire ability for the aliens. I think if there was like an 8-10 second gap between pings, skilled aliens could still sneak up on the camping marines with some effectiveness.
Next: New spawning system.
Since beta 3 came out, about 1/2 to 3/4 of the games I've played have ended in the firt 5 minutes. One team takes the advantage and BOOM game over. I believe it to be because of the new spawning system. With the old one, it took later-game tech to be able to kill off the other team. Now it takes one skulk/shotty marine spawn camping while therest of the team kills hive/CC. I understand the desire to shorten games, but I do not believe that making games effectively over in the first 3 minutes was the proper solution.
Activating Flame Sheld:
<span style='font-size:14pt;line-height:100%'><b><span style='color:blue'>j</span><span style='color:red'>0</span><span style='color:purple'>0</span> <span style='color:orange'>h</span><span style='color:yellow'>a</span><span style='color:gray'>v</span><span style='color:green'>e</span> <span style='color:blue'>a</span><span style='color:red'>c</span><span style='color:purple'>t</span><span style='color:orange'>i</span><span style='color:yellow'>v</span><span style='color:gray'>a</span><span style='color:green'>t</span><span style='color:blue'>e</span><span style='color:red'>d</span> <span style='color:purple'>t</span><span style='color:orange'>e</span><span style='color:yellow'>h</span> <span style='color:gray'>f</span><span style='color:green'>l</span><span style='color:blue'>a</span><span style='color:red'>e</span><span style='color:purple'>m</span> <span style='color:orange'>s</span><span style='color:yellow'>h</span><span style='color:gray'>e</span><span style='color:green'>e</span><span style='color:blue'>l</span><span style='color:red'>d</span><span style='color:purple'>!</span><span style='color:orange'>!</span><span style='color:yellow'>!</span><span style='color:gray'>1</span><span style='color:green'>1</span><span style='color:blue'>o</span><span style='color:red'>n</span><span style='color:purple'>e</span></b></span>
Comments
I've found the frequency on scanner entirely too slow to be useful, not to mention with no minimap unless you are claokwalking in the middle of a room more often than not it doesnt help. Motion is much more effective.