<!--quoteo(post=1950863:date=Jul 11 2012, 10:47 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jul 11 2012, 10:47 PM) <a href="index.php?act=findpost&pid=1950863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How on earth, in any way shape or form, is this the best build ever? please do tell, it's definately the worst build ever by any standards.<!--QuoteEnd--></div><!--QuoteEEnd-->
Pistol whip you, dip you then flip you or twisting you.
<!--quoteo(post=1950869:date=Jul 11 2012, 10:56 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jul 11 2012, 10:56 PM) <a href="index.php?act=findpost&pid=1950869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because that = a good build? your logic is flawed. come back in a few days and i will have a thousand reasons why the game is terrible at the mo'.<!--QuoteEnd--></div><!--QuoteEEnd-->
dude im trolling this build blows
If i was to suggest a change log for the next build it would be this
remove vortex completely remove fake death completely remove hyper mutation completely add acid rocket make camo like it was last build from marine perspective aka you can only see them if you have good eyes add the exo make the exo one shot fades removed building hydras off creep weld a proto faster. add a new gl model move woosh sound on docking north remove invisible wall in locker room mineshaft spawn change marines always start in operations and aliens always start in cave no random spawns here tram move tech node in elevator transfer onto actual elevator and then add another res node in current tech node spot tram spawn change marines always spawn in elevator transfer docking spawn change aliens always start in generator summit spawn change marines always start in sub access bring back skulk wall jumping to its full glory make shadow-step cost energy add dynamic infestation speed blink up fix spawn stuck as alien bug fix marine gun jam bug
If i was to suggest a change log for the next build it would be this
remove vortex completely remove fake death completely remove hyper mutation completely add acid rocket make camo like it was last build from marine perspective aka you can only see them if you have good eyes add the exo make the exo one shot fades removed building hydras off creep weld a proto faster. add a new gl model move woosh sound on docking north remove invisible wall in locker room mineshaft spawn change marines always start in operations and aliens always start in cave no random spawns here tram move tech node in elevator transfer onto actual elevator and then add another res node in current tech node spot tram spawn change marines always spawn in elevator transfer docking spawn change aliens always start in generator summit spawn change marines always start in sub access bring back skulk wall jumping to its full glory make shadow-step cost energy add dynamic infestation speed blink up fix spawn stuck as alien bug fix marine gun jam bug
thats all i can think of for now<!--QuoteEnd--></div><!--QuoteEEnd-->
Also they need to fix the floating hives. Terminal and cafe have floating hives. In Warehouse the chains don't line up with the hives arms very well and needs to be perfect or it looks like ######.
Comments
Pistol whip you, dip you then flip you or twisting you.
dude im trolling this build blows
If i was to suggest a change log for the next build it would be this
remove vortex completely
remove fake death completely
remove hyper mutation completely
add acid rocket
make camo like it was last build from marine perspective aka you can only see them if you have good eyes
add the exo
make the exo one shot fades
removed building hydras off creep
weld a proto faster.
add a new gl model
move woosh sound on docking north
remove invisible wall in locker room
mineshaft spawn change marines always start in operations and aliens always start in cave no random spawns here
tram move tech node in elevator transfer onto actual elevator and then add another res node in current tech node spot
tram spawn change marines always spawn in elevator transfer
docking spawn change aliens always start in generator
summit spawn change marines always start in sub access
bring back skulk wall jumping to its full glory
make shadow-step cost energy
add dynamic infestation
speed blink up
fix spawn stuck as alien bug
fix marine gun jam bug
thats all i can think of for now
If i was to suggest a change log for the next build it would be this
remove vortex completely
remove fake death completely
remove hyper mutation completely
add acid rocket
make camo like it was last build from marine perspective aka you can only see them if you have good eyes
add the exo
make the exo one shot fades
removed building hydras off creep
weld a proto faster.
add a new gl model
move woosh sound on docking north
remove invisible wall in locker room
mineshaft spawn change marines always start in operations and aliens always start in cave no random spawns here
tram move tech node in elevator transfer onto actual elevator and then add another res node in current tech node spot
tram spawn change marines always spawn in elevator transfer
docking spawn change aliens always start in generator
summit spawn change marines always start in sub access
bring back skulk wall jumping to its full glory
make shadow-step cost energy
add dynamic infestation
speed blink up
fix spawn stuck as alien bug
fix marine gun jam bug
thats all i can think of for now<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.youtube.com/watch?v=jXesMkAYh44#t=23s" target="_blank">http://www.youtube.com/watch?v=jXesMkAYh44#t=23s</a>