Unbelievable unbelievable i don't believe it!

mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
this is the best build ever

Comments

  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    I can't believe it's not the 213 thread!
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    we're in for some chop
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    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.
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    <!--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.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    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'.
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    <!--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

    thats all i can think of for now
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1950872:date=Jul 12 2012, 12:15 AM:name=mobetta)--><div class='quotetop'>QUOTE (mobetta @ Jul 12 2012, 12:15 AM) <a href="index.php?act=findpost&pid=1950872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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<!--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>
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    I agree. 213 totally wasn't extremely bad. And 214 certainly isn't terrible. Certainly not.
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    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 ######.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Lame troll thread is lame. Use the official thread and post helpful feedback there.
This discussion has been closed.