Anti-fast Onos

DarkslideDarkslide Join Date: 2004-06-18 Member: 29373Members
<div class="IPBDescription">onos before heavy machine gun</div> I'm just wondering, I haven't played NS for a while, and last time I played you had to have 3 hives before you could get onos, and 2 hives before Fade.

I don't know if it's normal, but I can get an onos before the marines can get hmg's.

I want to know if I can change it back as we play on lan and it's just too unfair IMO.

Thanks

Comments

  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    The only way of 'going back' would be installing v1.04 - the game has changed a lot since then - as you pointed out, there are no limitations to alien life forms depending on the number of hives - they are all available as soon as you have the resources.

    In small games, aliens have a major advantage because of this - they can get high life forms extremely quickly on very few resource nodes - and if you're playing a LAN, i'm assuming you don't have large numbers of players....


    so, either agree on some time limits for high tier alien creatures, or install 1.04 :-)
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    The other thing that marines can do is a strat that involves dropping rt's on all the nodes closest to alien hives while having their small force build nodes close to Marine Start. This cripples aliens from getting the res needed to evolve to onos, yet still allows (only slightly slowed) marine expansion...

    Warning: it is considered cheap by many pub servers but imho is a viable strat.
  • SADE-yXSADE-yX Join Date: 2003-08-30 Member: 20392Members
    usually in small games that I play, we agree not to go onos, and not to get Heavy Armour.

    and if you think about it, it takes some kind of coward, wimp or utter noob who feels the NEED to go onos in a small game.

    it simply isnt need!


    Though on the subject.. I think more thought needs to go into balancing the game given situations such as small amount of players, or even large number of players, im a definate beleiver that a team should have to work toward certain goals to acheive certain things.. in large games.

    maybe some more options.. like 'small game' 'medium game' 'large game' each one determines map size, time limit, player limit and technology limit.

    SADE-yX
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    modns.org is your friend (=

    <a href='http://www.modns.org/forums/index.php?showtopic=74' target='_blank'>http://www.modns.org/forums/index.php?showtopic=74</a>

    It works for ns_ only right now... Since combat only has 1 hive.
    Would be an easy fix to check for combat/ns though.
  • fuzzwobblefuzzwobble Join Date: 2004-01-14 Member: 25312Members
    THe reason why the NS team allowed higher evolutions without hive restrictions, was because often marines would camp a hive up and would hold fort. Fades were alright, but the marines inevitably dropped hundreds of turrets and had heavy armor HMG sets.

    This used to happen almost every game. The only real counter for the spawn camping HA was the onos and the fade acid rocket. Too bad gl spam stopped acid rocket (note that back then gl spam against fades was really horrid, as gls held 6 shots, reloaded faster and did more damage. turrets and hmgs also did a hard hit).

    But onos was unavailable.

    It was a case of fades could only get in, but would die in seconds. But as soon as a marine left the base, he would get whacked himself.

    Games went on for hours on end. Flayra saw this and decided to allow higher evolutions with any hives, but to compensate you needed 4 hives for acid rocket. It made it so then marines could still camp a hive for an advantage, but they would be hassled by onos', and if they didnt advance, an onos rush would take place and they would inevitably lose.
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