Resupply + Jp /gl

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Comments

  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited February 2004
    You've got to understand something. If you are an onos facing experianced players, you're going to get hit by a good majority of their shots.



    If you're a skulk, you're going to get hit by a decent majority.

    Bullets are hitscan weapons. You can't "Dodge" them. You can make yourself harder to hit, but it's not going to keep you alive longer.


    Do some math, what is going to allow you to surive longer?


    Exactly. The higher amount of HP the larger lifeforms have, along with the firepower that they contain, make them a better choice for late game weaponry. Staying the "Uber skulk" is going to get you killed, really fast. Nades arn't the problem. Think about regular NS. Since when is it possible for a skulk to kill a jp/gl on a constant basis? It's not very likely. To use a larger lifeform, though, grants you this boost in maneverability that you claim to love in the skulk.

    Lerks can fly. To say that they aren't maneverable is a straight out lie.


    Fades, with proper blink/swipe useage, can take down JP's with ease.


    The onos, yeah, it's at a lacking for the jp. At the same time, it's <b>not</b> going to be taken down by a lone GL. It can hold a door/chokepoint, and destroy any JP/GL foolish enough to go near it.


    Nades kill weaker lifeforms. A clever lerk should be fine, however, and a skilled fade will have no trouble. A skulk will die. Much like it should.





    Do you see people sticking with LMG's and getting cat packs, MT, and scan area and the like, for all 10 lv. ups? Maybe, if you get focus as that skulk, then the lmg has lv 3 weaponry to make it a fair compairison. Odd's are, even with the lv 3 weapons and armor and all the "cool neato stuff" you get, you're going to be promptly owned by the first onos you come accross.

    To make it so top tier weaponry can easily be brought down by skulks would be like saying that a high lv. LMG should be able to easily take down onos.



    And, for obvious balence purposes, that's not going to happen.
  • FauxFaux Join Date: 2002-10-30 Member: 1740Members
    Another counter to the jetpack/grenade launcher is webs even though grenade launcher counters webs. Just get a gorge to web the top area of the hive room out of the range of the grenades. This will force the jetpacker to stay away, be very careful or fall to the skulks.

    A couple more thoughts on why you should upgrade. Skulks become mostly useless when marines get to level 6. This is usually the time they get hmg or grenade launcher and a suitable amount of upgrades to control the area which they are in. This makes it so you must evolve into a higher lifeform around levels 5-7 depending on how bad the marines are.

    The grenade launcher does need its splash taken down and its "self hurt" increased. As for resupply it needs to be changed so it only gives health while on the ground.
  • TrixalopeTrixalope Join Date: 2003-10-14 Member: 21684Members
    edited February 2004
    Sorry Forlorn, it's not as though I don't get accused of hacking everywhere I go. Most come right out and say it, some say it through other words like "how the f..", "bs", and "theres no way!!". Before using a statement like "I get accused of hacking!" as a means for justifying your opinions on balance, make sure the statement doesn't apply to the opposition.

    Your arguments are weak and easily countered, champ. Unless of course, you're trying to say that it was Flayra's full knowing and intention to have marines fire grenades at their own feet for protection. Ha ahah ahaha. I'll break it down again, this time including references to gamplay as intended by the type of creature given their advantages and disadvantages.

    If a small, agile, and difficult to hit creature dodges the users grenade rounds, he should not be able to kill said creature with a nuclear shockwave sized blast radius. The user should not remain immune to his own ammunition if he fires them into his own body. If I succeed in dodging the rounds from a grenade launcher and the user does not have his pistol prepared to counter my assault -- he does not deserve to survive, as his range has been comprimised. I, as a skulk, excel in melee and close-encounters combat. By way of the gameplay intentions, I should prove victorious if I have the advantage and am more skilled than my target without backup. However, firing grenades at your feet is no sign of skill, but moreso an unintentional use of the weapon. Simple problem, simple solution. Grenades should do equal damage to the bearer of the weapon.

    If a player is missing you and you are standing still, you are 'hard to hit', if you are moving in odd, ever-changing motions, you are outwitting and thusly 'dodging' your opponents bullets. It should have been pretty clear that I did not mean physically seeing and moving in a way that you do not become hit with the bullet itself. If this were possible, Marines would be stomped -- relentlessly.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    From what I've read, it seems most people agree the 2 best answers to JP/GL are Fades and Lerks. Lerks, however, die to GLs at least as fast as JPs die to Lerks.

    I'll admit Fades will usually win a duel with a JP/GL...but this duel will often take some time, unless the Fade is a very leet player, and the JP can simply ignore the Fade and use this time to pump incredible amounts of damage into the Hive.


    Basically, it seems like the core issue is that Marines can run into a Hive room, ignore the Aliens, and shoot straight at their objective, whereas on the Alien side the Aliens very rarely get the chance to munch on their objective without first ensuring that most of the Marines are dead and waiting to respawn.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Even though I don't want it to happen, I have a feeling Flayra is gonna make the GL weigh more so the JP/GL combo won't own pubs so hard. Sigh...
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited February 2004
    yay, NS:C "balance" all the way!


    What do you mean regular NS?

    A skulk should OWN a JP/GL cause it's more fair. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->




    (Guys, regardless of how you look at it, a SKULK should lose to this combo.)

    You're a SKULK. Don't get it? Once again, this is like saying a lv 10 LMG vanilla rine should be able to take down an onos easily because you're a higher lv.



    Try *changing lifeforms.*


    And if you're a lerk without upgrades, and this jp/gl has lv 2 weaponry, that means it's either lv 9 or 10. You're lv. 3. Tell me, how is this unfair if you lose this? A lv. 9/10 lerk can ususally come on top vs a lv 9/10 jp/gl. If you're a lower lv. of a class that can fight that one, odds are, you're going to lose.
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