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Old 19th November 2011, 08:00 AM   #71 (permalink)
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personal strengths/weaknesses
I don't know if its the engine what NS2 uses or just how the game plays, I just can't seem to kill anything... I would say I'm a pretty decent player in most games but with NS I suck!
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Old 19th November 2011, 09:45 AM   #72 (permalink)
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personal strengths/weaknesses by Fox
Marines I'm best with LMG, Grenade launcher, kinda sucky with shotguns
Aliens best with skulk/fade, extremely average with lerk

NS2 is still pretty unoptimised, I used to have a fairly decent quad core system and the game used to chug making it real hard to kill stuff (especially as marines). After I built myself this new i7 system frame rates have improved dramatically overall making it heapsss easier, subsequently did some research into it, apparently NS2 currently doesn't utilise quad core CPU's properly.

Just really cant wait for the new build to be released, development seems to have slowed right down but for now we can still plan strats and improve teamwork.
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Old 19th November 2011, 10:22 AM   #73 (permalink)
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I don't know if its the engine what NS2 uses or just how the game plays, I just can't seem to kill anything... I would say I'm a pretty decent player in most games but with NS I suck!
I've been saying that for a long time DM and I still can't work it out. My K/D ratio is worse on this than any other game no matter the race class.

I'm starting to work out that you need to lead the target more than usual and when it comes to shooting skulks you need to spray the general area and not at the skulk. They move around so fast that shoot at them is pointless because they've already moved. When playing skulk I'm resisting the urge to hold down the chomp button but to bite only when you have someone lined up. It's hard to do but it works.

Keep at it - you're not the only one confused by the ability to miss every time - but I'm hoping that gets better with each build.
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Old 19th November 2011, 10:24 AM   #74 (permalink)
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development seems to have slowed right down
The last release was massive. I'd prefer a lot of small releases instead of big ones but there is an overhead that works against the developers so, I shall be patient.
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Old 19th November 2011, 01:57 PM   #75 (permalink)
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I'm starting to work out that you need to lead the target more than usual and when it comes to shooting skulks you need to spray the general area and not at the skulk.
Hopefully it's not like the original where the majority of the skulk hitbox was in its head. You could shoot it in the arse and not hit. Same went for the onos too I believe. Fades are SO much harder to hit in NS2 though. Blink is crazy good compared to the "fast running" that the original had.

As for specialisation... I guess I like playing skulk the most. I used to be a decent fade in the original but I haven't got the hang of the new one yet.
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Old 21st November 2011, 02:16 PM   #76 (permalink)
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(tl;dr summary: kill base not doodz)

Don't focus too much on the kills:deaths ratio, this isn't deathmatch. The points system gives you some other way to guage your contribution but even that's not golden. Eg. if you guard a res point for five minutes and just deter the odd skulk, you've secured 30-40 team res plus personal res for everybody AND disrupted the enemy's m.o. making them less effective, but earnt no kills or points.

We spend most of the time looking at NS from the first person shooter view but really it's a real time strategy. We win by killing the other guy's base. At certain stages of the game it's more important to attack infrastructure than doodz.

Occasionally the marines fall in to the trap of farming skulks to no avail. I'm thinking of being in reactor and trying to push alien start; it's easy to get bogged down there. If the aliens control more res points, then (to some extent) every minute they stall the marine attack makes them stronger. In that situation, the marines need to break the deadlock or bail out of that strategy. The only time farming skulks is useful is when it's done agressively enough to depelete a hive of eggs, forcing the aliens to spawn far away.

Having said all that, I totally get where you're coming from. That bloody ratio can make you feel ineffective. I don't really have any tips for making somebody a better twitch player other than practice. Maybe you have more control over the deaths part of the ratio, idk. But seriously, on equal footings, mid game, a fade should average 4:1 anyway imho. At least from a resource point a fade in the hand is worth two GLs in the bush... or something.
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Old 21st November 2011, 06:51 PM   #77 (permalink)
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Khyron is right - it's not about KDR and in fact, with the races KDR is absolutely meaningless.

However, don't feel despondent if you can't kill a thing. You're not the only one that thinks that way and I'm trying different things out to see what works and I've stopped trying to shoot at Skulks - they move to fast.

In other news - how is our private forum going Mako? Need a hand with the application?
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Old 22nd November 2011, 10:40 PM   #78 (permalink)
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The problem I've found most marine teams have is holding res nodes, if we can sort out a solid strat to hold 4 points for a solid 4-5 minutes at the start of the game it would make a massive difference getting our early upgrades (lvl 1 armor for starters).

I've played heaps of games where the commander gets us to just hold those points, upgrades 1 lvl of armor then goes straight for GL's, an early GL rush of an unbuilt hive can be extremely effective.
What I was basically trying to say was that a solid plan of attack will yield KDR's in our favour and ultimately the match.
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Old 24th November 2011, 02:08 PM   #79 (permalink)
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I hide in my chair because I can't hit shit. The animations are being improved loads which should make hitting skulks easier. Best tip is burst fire and quick change to pistol when necessary.

From the recent tweets looks like the new (mega mega patch) build is just about ready. Should be seeing heaps of new features and fixes in this one, very exciting.

I can't make tonight unfortunately lads, got a date with the gf. All jump on ts any way and see if you can get a little life happening on the pure server. Think this patch the Aussie community have been relying on us popping on to seed the server

I also have family visiting next week so not sure i will have much time to be on then, will see how we go. How's everyone doing in Skyrim?
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Old 24th November 2011, 03:05 PM   #80 (permalink)
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Yeah, I agree, Ant. If we can hold our RTs at the start of the game it should turn things around. I've just been reading the wiki and I see takes 80 seconds for a resource tower to just pay for itself.

I also wanted to get an idea of the costs for the various upgrade choices. By that I mean every marine base starts with an Armoury, 1-2 IP (and maybe an observatory for beacon?) and then the comm has to chose what to go for next.
  • GL & upgraded armoury (+ shotguns optional) = 45 res (60 with shotguns)
  • Arms lab & research = 50 res for level 1 arm/wep, + additional 50 for tech 2 + additional 70 for tech 3
  • Sentries (+macs/arcs optional). 50 res buys the robo fac and three turrets, which can do a pretty good job of defending marine start.
  • Phase Gates. 45 res buys PG research + 2PG, not counting the cost of an observatory.
With 4 resource towers, it will take 100 seconds to get 50 res.
With 3 resource towers, it will take 133 seconds to get 50 res.
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