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Old 24th November 2011, 03:44 PM   #81 (permalink)
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Nice work there Khyron, always helpful to know the exact numbers hidden in that comm chair :P
In a 6v6 its pretty easy to hold 4 RT's, 2 guys holding vent, 3 head to heli and cover both the res there and flight lastly the commander in base builds armory/arms lab.
It would make sense that since the aliens have a comm and probably an early gorge, the most that could attack us early on is 4 skulks, chances are though that they will split up into small groups making it easier for us to defend.

Because of how unbalanced it gets after aliens get fades a lot of the time the main marine objective is to stop that 2nd hive going up, ideally you would hold those 4 RT's until lvl 1 armor and GL's are researched then attack the building hive. Also to save some time and resources I'd say ignore upgrading shotguns, they're main use is to down fades, our aim should be to shut down the aliens b4 they get that far.
That being said, I think its worth the extra 30 seconds to generate the res for an early obs, beacon is a game saver esp if were off downing their 2nd hive meanwhile they come and wipe out marine start...

cant wait to see what the new build does for ns2, hopefully its out soon
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Old 24th November 2011, 06:05 PM   #82 (permalink)
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Quote:
Originally Posted by Khyron View Post
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.
Gawd - it seems much longer. =)
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Old 24th November 2011, 08:19 PM   #83 (permalink)
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Guys, I totally agree with everything Ant and Khy have been saying and cannot wait for the next patch, am saving myself!
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Old 24th November 2011, 11:25 PM   #84 (permalink)
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Sorry I couldn't make tonight - I intended on joining but the kids end-of-year stuff ran far longer than I factored. Next week!
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Old 25th November 2011, 09:47 AM   #85 (permalink)
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Hey Guys,

So...anyone else noticed a rather large patch downloading for NS2 today?
Patch notes dont mention an onos though
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Old 25th November 2011, 10:32 AM   #86 (permalink)
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Yes patched.. no mention of onos... mention of jetpack sound!
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Old 25th November 2011, 11:10 AM   #87 (permalink)
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Hmm...so now teams can spawn in different locations, back to the strat drawing board :P
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Old 27th November 2011, 10:05 PM   #88 (permalink)
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So thoughts on the new patch? I have to say I like he "fire everywhere" option.

I am a little confused about their priorities. They seem to be making no attempt at adjusting game balance - and if anything - they've made it even harder for marines with the random spawn thing.
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Old 28th November 2011, 12:14 PM   #89 (permalink)
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Quote:
I have to say I like he "fire everywhere" option. - Fox
Love it too, gotta admit tho I've probably killed myself 3 or 4 times now in my own fire :P

Yea the random spawn has always been harder on marines because of their reliance on the commander, although it just means we need to work out a strat for each of the different spawn locations.
That being said I am still a strong believer that its all about holding res nodes, each starting point has roughly 3-4 RT's that can be held early on.

As far as the other patch changes I think they've done a great job sorting out bugs etc, I don't mind the changes to the ns_summit map either, especially the ones to DC hive, think that 2nd entry will make taking down that hive much easier.
Bring on onos and JP's!!
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Old 2nd December 2011, 03:00 PM   #90 (permalink)
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Looks like build 189 was released, I've lost the ADSL at my place (telstra outage until the 5th) but managed to connect up via a wifi connection and downloaded the update.
Apparently they fixed a bunch of bugs and improved stability/performance, it still runs just about the same on my PC, however one of the main fixes mentioned was mouse lag issues incase anyone was having issues with that here.

Also in the patch notes they mentioned build 190 would most likely be JP/Onos time
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