Famous Legal Tricks. Small And Effective.
Ollj
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.
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
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.
A good tactic, and one that would be solved by not allowing marines to build stuff thru walls.
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--> )
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.
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.
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...
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-->
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.