MashpitSquared

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MashpitSquared
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Texas, USA
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  • (Quote)
    While dual miniguns were pretty much objectively better than singles, I actually preferred the single railgun over the dual because of the mobility. As far as I know, other players who were crazy/bored enough to actually buy railgu…
  • (Quote)
    This is exactly the kind of thing that does piss me off about the hive skill system. The fact that I automatically get branded as "dead weight" and get deprived of comm support and generally get ignored in favor of people with high…
  • A couple months ago, against all laws of common sense, I bought a railgun exo.
    Apparently it came with a rabbit's foot, because this happened.

    in The luck thread Comment by MashpitSquared April 2016
  • (Quote)
    Weird, almost all the games I play are played with forced even teams and I have close to a 1.0 W/L ratio, but my skill rank is almost always ~1000.
    ht…
  • Ah, so only victory results have an effect on the skill ranking (currently), and it only really causes drastic changes to the skill ranking if the outcome goes against the "predicted" outcome of the match. That does explain a lot - I'm usually on th…
  • (Quote)
    I have played Gorge with nerve gas in my fort, and for the most part, you can heal yourself well enough to survive the spam until the Skulks can clear out the push. I never remember people using grenades much against gorge forts; u…
  • (Quote)
    In the 170 (hive recorded) matches I've played, I've never once been killed by a cluster grenade, and I have about two deaths due to a pulse grenade. Two deaths out of 929.
    THROWABLE grenade spam is present but basically usel…
  • (Quote)
    Phantom is extremely useful when first unlocked, but once a field marine tells the comm that the shade hive is up, the marines tend to stick together and have the comm scan every room. Although this will waste marine res and reduce…
  • Ooh, does this mean I can experiment with terrible strats as a comm on the rookies and they won't whine at me about how much I suck at the game?
    Count me in!
  • (Quote) Mostly because Skulks mid-air can't change their direction as drastically as Skulks on the floor/wall. The fact that the low profile of the Skulk makes you move your mouse slightly lower vertically as it comes closer to you can throw play…
  • Sounds are sometimes played "out of location" since 269; for example, I would taunt and hear the taunt line play far behind me while I keep moving forward, or a Skulk leaping at me from the front would be completely silent/have the leap sound cue pl…
  • With 24GBs of RAM, a GeForce GTX 780, and a Samsung 840 Pro, the load times take around 15 seconds with heavy consistency check and less than 10 without.
    It takes a good 20~30 seconds on my 7200RPM HDD, though.
    Conclusion: Load times dif…
  • @Zinkey: A tactic that I've grown to love is having most of my players siege one hive, and then deploy ARC's at a second hive with one Exo and one JP/shotgun. The alien…
  • One late, last question.
    What would be the most helpful thing to get if my team appears to be an abysmal failure at killing the aliens, in general? Sometimes, you just have those teams that, even with the best of instructions, either doesn't f…
  • Whoops double post.
  • Alright, I guess I'll try to get my marines to buy more mines. Most of them tend to save for shotguns though, and it can be frustrating to research something - just to have nobody buy it.
    I used the sentries to add to the forward fire and give…
  • In the few, rare times I used sentries in forward outposts - usually, I use them to guard power nodes from being hit by single Skulks, or to give marines an additional warning to incoming enemies past obs - they've been promptly biled out by Gorges …
  • @ Ghoul - For the most part, I've learnt to not bother with sentries - all they really do is deter rookies and very rarely finish off fleeing enemies (which your marines could've and would've done anyways) - any competent player will just go over or…