Famous Legal Tricks. Small And Effective.

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Some nice map spots - no exploits.</div> There are hiding places and small basic map-specific tricks (you cant really call that tactic, but its no exploit) that just 10% of all players know.

My fafourite is the nancy-phase:
Most times on nanchy marines get the Subspace Hive, build a PG below the hive, save everything with turrets and think its absolutely save against skulks -> so they go for the next aim.
True, the hive is save, but there is a little trick:
Follow the path through the vent and jump right into the phastegate to the marine base.
Marines most times feel too save in their base when they build 3 turrets at the entrance and 4 turrets at each TF outside.
They are an easy meal while reloading and respawning in main base, especially when there are no turrets.
When there re no marines its even better - kill a portal.
Once I ate 6 marines, 2 of them twice.

Climbing to the top of the cargo_hold room is fun, too. Its soo high that noone really looks up there.

Comments

  • cybranglcybrangl Join Date: 2002-12-30 Member: 11605Members
    I was playing Nancy as an aline, and somehow the marines got a siege cannon and phase gate behind the broken door at Port engine. How they did it, I have no idea, but we couldn't get to it and they took us out because of it. they rushed unnamed as soon as they had the seige, so we actually tried building in port twice and lost the hive each time (once with previous gorge who left and once from me, who saw a OC out of sige range and thought my team took out the seige).

    I think this was an exploit, more than a map specific stratagey, but if someone knows how to get in there, please let me know.
  • Gay_Parrot_of_DoomGay_Parrot_of_Doom Join Date: 2002-11-10 Member: 8002Members
    The comm placed a phase gate up against that door, a marine built it thru the door, people phase into the room, built the siege, and then recycled the phase.

    A good tactic, and one that would be solved by not allowing marines to build stuff thru walls.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Tom[SHOTTEH]+Jan 22 2003, 10:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tom[SHOTTEH] @ Jan 22 2003, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A good tactic, and one that would be solved by not allowing marines to build stuff thru walls.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Which is hard to do, from a coding perspective, unfortunately. Otherwise I'm sure it would have been put in before now :\
    (I'm just guessing at this, actually, but I haven't seen any mention of it being fixed, so I assume I'm right <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    Oh, and my favorite hiding spots, both on ns_nothing, and both in pretty much the same place (out the cargo bay hold side of the marine spawn).
    First, you can hide under the bridge in Docking Bay 01, against the wall nearest to the marine spawn. They rarely see you, and you can pop up behind them and munch.
    Second, and my personal favorite, there's a nice deep shelf on top of the wall in The Threshhold right after the steam pipe when heading to the marine spawn. I hide up there, let marines pass, then munch them (or parasite if I'm in the mood to be a teamplayer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
    Even if they see you, without jetpacks or grenades they can't HIT you.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I think if you read this, it could save some puzzled faces on the marine side.

    You know the door in shipping tunnel on caged which the aliens block with a chamber ? Quite often the marines siege it open and continue to build another TF around the corner to siege the hive. However, have you ever built a siege there, and the door still wouldn't open ?

    If your a skulk, and you time it right, as the door almost closes you can jump on top on of it and stop it. It produces the same effect as a chamber, but its actually the skulk stopping the door from closing. You can get it completly 'closed' with practice, so you can't be shot.

    On the downside it means a skulk is sat there doing nothing, a commander could scan and find this out and the skulk could get killed by grenades.
  • zerohastezerohaste Join Date: 2002-11-01 Member: 2003Members
    I saw a commander build outside hera once. The marine start, ouside the cockpit there are two antennas. He built a CC on that. It took us forever to kill the thing. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Also, on bast (I believe it's bast... has Refinery, Feedwater Control and Port Engine) I saw a com chair, a phase gate, armory, and a couple other buildings built in the furnace outside Feedwater Control. I forgot to take a screeny of it... guess it just slipped my mind at the time. Kinda strange to see things like that...
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    they just need to edit maps so that places where you aren't mean to be able to get to, also cannot be built on..
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    building through walls or into the void and shooting through closed doors is exploiting.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Why didn't you put this in kharaa strategy forum? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    Better place for that i think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Good ideas anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--zerohaste+Jan 23 2003, 01:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (zerohaste @ Jan 23 2003, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I saw a commander build outside hera once. The marine start, ouside the cockpit there are two antennas. He built a CC on that. It took us forever to kill the thing. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Also, on bast (I believe it's bast... has Refinery, Feedwater Control and Port Engine) I saw a com chair, a phase gate, armory, and a couple other buildings built in the furnace outside Feedwater Control. I forgot to take a screeny of it... guess it just slipped my mind at the time. Kinda strange to see things like that...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    First one is nancy, not hera.
    Many maps have off-the-map locations, which can be used/abused very easily. There are quite a few topics on this already, granted they are a bit old... Prolly about at page 10 by now.
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