a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin-slayer111+Feb 20 2004, 06:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slayer111 @ Feb 20 2004, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That seems to be the crux of his statement, yes. And? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Just making an observation.
Something I have seen is the commander placing cc's in a hive just before the marines assault it. This way, the OC's fire only on the comm chair and are effectively preoccupied during the whole assault from hampering the advancing marines. This indeed detracts from gameplay as this is not the intended role of the cc. On the other hand, If I was a commander in "real life" in the future fighting the aliens I would use that ploy because it seems to make sense (very farfetched example <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ).
OC blocking in a vent isn't as bad as CC blocking in a vent. Why? There's a difference of about 9400 HP between them.
Just think back to the 1.0 days. Marines could stack their buildings and put them as close together as they wanted to. This means that someone tried (and succeeded) in building a fort of CCs (atleast 2-3 high), with a large tower in the middle of it (about ~6 high)
Then in 2.0 or a version close to there, marine building stacking was removed, but you could still place them extreamly close together. this means that they were still able to deny onos movement though hallways; but not skulks.
Now there is a minimum build distance - the only problem it's not big enough and a unbuilt CC still starts with full HP...
Just increase the build radius enough to let a onos (standing hull size) through with room to spare, and lower the CC's starting HP to within 3-6 gore attacks. How hard can it be to do that?! How can you say no to it?! It's absolutely fair - onos gore does 90 and skulks do 75 - and it'd only slow the aliens down a little bit! If you can't accept this slight alteration, you MUST NOT get a job in negotiations; for OBVIOUS reasons.
<!--QuoteBegin-Rue+Feb 20 2004, 05:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Feb 20 2004, 05:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If i remember correctly there is a metamod pulgin to limit the number of CC's <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The point is, admins shouldn't have to use these metamod plugins, such as /stuck or whatever, it should come fixed with the game.
Comments
Just making an observation.
What do you guys think?
Just think back to the 1.0 days. Marines could stack their buildings and put them as close together as they wanted to. This means that someone tried (and succeeded) in building a fort of CCs (atleast 2-3 high), with a large tower in the middle of it (about ~6 high)
Then in 2.0 or a version close to there, marine building stacking was removed, but you could still place them extreamly close together. this means that they were still able to deny onos movement though hallways; but not skulks.
Now there is a minimum build distance - the only problem it's not big enough and a unbuilt CC still starts with full HP...
Just increase the build radius enough to let a onos (standing hull size) through with room to spare, and lower the CC's starting HP to within 3-6 gore attacks. How hard can it be to do that?! How can you say no to it?! It's absolutely fair - onos gore does 90 and skulks do 75 - and it'd only slow the aliens down a little bit! If you can't accept this slight alteration, you MUST NOT get a job in negotiations; for OBVIOUS reasons.
The point is, admins shouldn't have to use these metamod plugins, such as /stuck or whatever, it should come fixed with the game.
word.