Turnin' Out The Lights

KotauKotau Join Date: 2002-11-04 Member: 6903Members
<div class="IPBDescription">a fun way to spook the marines</div> We had a suprise last night playing on Bast, when the aliens came into marine start near the end of the game and knocked out all of our lights. It got really dark... I for one had never seen this before, and now I'm wondering if this is the only place with lights that can be destroyed. Also, does it require acid rocket/bile bombs to do? This seems like an interesting psychological tactic to use, especially if there are other lights that can be destroyed. There will always be those people with their gamma jacked up to the max, though. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Anyone know more about this?

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    I believe thats the only place/map that has lights that can be destroyed.
  • KotauKotau Join Date: 2002-11-04 Member: 6903Members
    Darn... Well, to all of you mappers, add some destroyable lights! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Um , I never knew that. Hell if those lights are destroyable get a quick skulk to attack them. but it slows you down too, but WTF about the commander is the stupid marines don't turn on their FL SCREWED!!!
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    <!--QuoteBegin--masterswordman+Feb 7 2003, 10:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (masterswordman @ Feb 7 2003, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WTF about the commander is the stupid marines don't turn on their FL SCREWED!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Uh... First, try making some sense. With what I could make out of that: If the marines don't turn on their flashlight, they're skulk bait. Not true. It only dims the light a LITTLE bit. Hardly noticeable. Sorry I had to spoil all your dreams of light domination.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Didnt know that thanx .
    Im going to try that later.


    Would be sweet if level 1 aliens could knock em out 2.
  • c0brac0bra Join Date: 2002-11-07 Member: 7546Members
    It makes it kind like gloom, the maps were so dark that sometimes all you could see was a fleeting alien shadow move through your flashlight's pale beam.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    First it only dims the area a little, and second unless you have whatever never used Sensory Chamber Skill makes things brighter, Aliens suffer the same disadvantage in darkness as Marines so. . . <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Enhanced Vision, the marines glow like aliens thing, yeah, that one.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    The only lights that can be broken are the two work lights in the two adjacent corners (one to the left of the comm chair structure, one to the left of the elevator (when coming up the elevator). They can be broken by anything (parasite or gunfire included), but the ceiling lights and any other light sources are not breakable, so the light level is only lowered about 50%. Not enough for stealth movement.
    Still cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Propper gloom (as in befor people got fancy TNT's and such and started upping the gamma :\ )

    was INCREDIBLY dark... Nothing in NS touches it really <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Man that game rocked.. Infact the pistol in gloom was so similar to the pistol in NS.. Its just the same feeling 'omg I'm out of ammo!!! eeeeep *whip out pistol and nail skulk* RAH!'

    hehe

    BlueGhost
  • WalWal Join Date: 2003-02-06 Member: 13209Members
    god i loved that game <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    god i love this game <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KotauKotau Join Date: 2002-11-04 Member: 6903Members
    Gloom sounds pretty cool... I wish I had bothered to check it out back when I was playing Q2. Do people still play it much?

    Well, it sounds like "lights out" tactics aren't too useful after all. However, it would be fun to go onto a server with a bunch of newb marines, break the lights right at the start of the game, and hang around chuckling. You know it'd freak them out. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    I'm pretty sure I've seen games where all 4 of the lights-on-a-pole in Bast's marine spawn got broken, lowering the light to nearly nothing.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
  • 0range0range Join Date: 2002-11-28 Member: 10140Members
    lol this sounds likea newbie thread! you can also break the pipes outside feedwater hive
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    I tend to break them when Im a marine. And then sit in a dark corner and wait for the skulks, and nail em as they run through. Also killing the lgihts makes some really dark corners to dro your key buildings (TF, Armslab, Protolab, Obs) So that if your base does get hit, they cant find your key buildings right away. But it really makes the marines scared, maybe the mapper should put in a nightlight for them ^_^ .
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--ElectroKiwiMonkey+Feb 10 2003, 10:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectroKiwiMonkey @ Feb 10 2003, 10:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm pretty sure I've seen games where all 4 of the lights-on-a-pole in Bast's marine spawn got broken, lowering the light to nearly nothing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There's only two, unless I'm badly mistaken. I even looked at the .ent file to see if there were any more breakable lights, and I didn't find any (though it's not something that's easy to search for)
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