Cant Hear Res Nodes For A Minute?
Insomnia
Join Date: 2003-06-10 Member: 17179Members
<div class="IPBDescription">Sorry but you fail.</div> When i read the changelog I saw that marines would actually require to spend time or resources on reconaissance. What a great change. So I commed a game. Found the hive each time i commed in under a minute. How? Cause you can hear skulks prancing around, while the empty hives are silent. I can hear eggs gestating. Honestly, whats the point of making res nodes silent if you can still find the hive.
Suggested change: Make comm unable to hear any sounds not created by marines or switches. Aliens should be completely silent to the comm. Preferabbly for the entire game. Or just the first minute.
Suggested change: Make comm unable to hear any sounds not created by marines or switches. Aliens should be completely silent to the comm. Preferabbly for the entire game. Or just the first minute.
Comments
Use it to find hives or enemy bases. Aliens hear someone building something (hear the sparking noise) and then hear the siege activation noise and get to warn the other teammates before it's too late. As a marine you hold still for second and hear the pitter-pat of skulk feet behind you and then suprise the cloaked sucker by spinning arround and pwning him with a shotgun at point blank. Or a skulk ambushing squad wait on the cieling and listens to the approaching marines, (marines are quite noisy) and ambush them the second they appear arround the corner. Leading to much wth and omg and oh-you-hax-because-you-just-owned-me.
Sound is vital for successful gameplay in NS (try a game with no sound and see how bad things are for you.)
3 res. Wow, really worthwhile gameplay change.
2. The skulks making noise in their hive is due to poor players - Skulks have enough time to run out of the hive before the commander gets in the chair.
3. This change was needed.
And listening to sounds near the hive is ok. The comm will lose some precious seconds, since there are 3 hives with at least 6 possible exits. But the RT thing was almost instant.
2. The skulks making noise in their hive is due to poor players - Skulks have enough time to run out of the hive before the commander gets in the chair.
3. This change was needed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
^^
Making the comm only be able to hear things around the marines makes sense from a story aspect, becuase the bacterium and the nanites effectively cancel each other out unless a marine or an alien is around
The comm can listen in the corridors surrounding the hive.
I'm suspecting this will continue to evolve/improve.
The comm can listen in the corridors surrounding the hive. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And from that he can deduce between 2 hives, never just one.
Well, on most maps anyhow.
I like the only sounds that marines can hear idea.
The comm can listen in the corridors surrounding the hive. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And from that he can deduce between 2 hives, never just one.
Well, on most maps anyhow. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
or there could be a gorge building at the hive the comm could hear
Once it is impossible to find the hive this tactic will be useless and/or less usefull.
Good night everyone.
I'd say ditch every possibility for the commander to hear anything expect when theres your everyday marine seeing and hearing the things you normally would if your in the cc(well hearing anyways). If the COMM wants to know where everythings going, take MT. Its an upgrade, its viable. AND its good. Take it then.
IMHO, Marines are too powerfull in classic nowadays, how about we set the hallucination that Commander is there to command, and the marines on the fields are his/her eyes and ears for a change, not the other way around.
As a side note, whats the purpose of COMM being able to use elevators and other switch operated thing? Sure its handy if coordinated, but its kinda dumb too imo.
So that when the Comm heres that last ditch attempt Onos coming through a door he can close it on him and kill the Onos.
As for operating switches and doors, why is that such a negative thing?
As for operating switches and doors, why is that such a negative thing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Being played alot of pcw/scrims i constantly see things like comm picking up the elevator so the onos/fade cant get away from a hmg/sg/lmg spraying the walls with green blood. Which imo gives the rine team too much advantage over them.
Things like Onos, its big, hard to miss, its slow, even with celerity its easily killable. Let alone now when JP fully counters it. I hate that, i'v seen how easy and handy it is when a comm narrows the possibility for the onos/fade get away by picking that little elevator up by pressing a switch.
IMHO, its gives the rines too much of an advantage.
what? hive lock downs are fun WHAT?
Btw hive rushing is fun, lots of action for everyone... your oppinions are opposite of the majority.
Hive lockdowns suck, I think anyone will agree