Author Topic: Is each side properly balanced?  (Read 42655 times)

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #30 on: September 19, 2006, 10:47:12 pm »
Quote from: "tomek-k"
Hehe. Nice plots!

Don't know if someone mentioned it before (to many posts - I'm to lazy to read 'em all :P ) - I think goons should be available in s2 and not in s1 - they are only one class below the tyrant (not counting the adv goon - it is just a small upgrade in my opinion) and are terribly lethal - one pounce is enough to kill a light armoured human.

And I'm sure that the situation presented on the plots is mainly caused by goons available in s1

 :P

This is wrong. One pounce is enouth to kill an unarmored human. Then again, one head chomp does that even to an armored human anyway :)

Not that I don't think the goon might better be a stage 2 alien too. Not sure how much it would unbalance the game but I think it is worth testing.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

benplaut

  • Posts: 195
  • Turrets: +0/-0
Is each side properly balanced?
« Reply #31 on: September 20, 2006, 06:14:37 am »
Maybe move adv mara to s1, in that case?
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Is each side properly balanced?
« Reply #32 on: September 20, 2006, 09:39:13 am »
I agree with s2 goon.
s2 feels like its not there... no one cares if aliens go into s2 (maybe just a mara players)
It feels kinda wrong when you become goon in s1; then in s2 theres nothing to spend evo on... feels a little bit empty.

alien: "s2, finally!" *evos into dragoon*
humans: "goons!" (yup, aliens s2)
sounds nice.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

temple

  • Posts: 534
  • Turrets: +37/-42
Is each side properly balanced?
« Reply #33 on: September 20, 2006, 01:00:43 pm »
Goons are the only thing keeping a base safe in s1 or s2.   Not because goons are used for base defense but they keep humans from advancing and controlling the map.  Goons in s2 would be a major step back for aliens.  Aliens wouldn't get out of s1 in near enough time before their base is flooded with humans.  


In general, s2 is create for aliens.  Aliens get
Trappers
Boosters
Advanced Granger
Advanced Basilisk
Advanced Marauder
Structures get more hit points, damage, and regen a little faster.

The trappers, boosters, grangers, and marauders are good for overal advancement.  

The boosters, advanced basilisk, and structures really help if the human team is isn't s2 yet or are having some problems.  Its just that most humans teams are feed until they almost always get s2 first.  But that isn't always the case.  

I think people think goons are the end all be all.  But I'm starting to spend more time in a marauder during s1 and its really paying off.  A good marauder is hard to counter compared to a goon.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #34 on: September 20, 2006, 01:24:56 pm »
How can you say in the same argument that Dragoon is needed at stage 1 and that you find the Marauder a better alien form to use at that stage? :D

ANd excuse me but saying the Adv Basilisk is such a help against stage 1 humans is just too funny.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

temple

  • Posts: 534
  • Turrets: +37/-42
Is each side properly balanced?
« Reply #35 on: September 20, 2006, 02:58:46 pm »
Quote from: "Stof"
How can you say in the same argument that Dragoon is needed at stage 1 and that you find the Marauder a better alien form to use at that stage? :D

ANd excuse me but saying the Adv Basilisk is such a help against stage 1 humans is just too funny.

Re-read what I said, I didn't say marauders were better.

Advanced basilisk is constant poison that is only countered by helmets and Battlesuits.  They can reapply it over and over making them lethal if they already have someone snared.

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Is each side properly balanced?
« Reply #36 on: September 20, 2006, 03:13:45 pm »
Quote from: "temple"
Goons are the only thing keeping a base safe in s1 or s2.

You got to be kidding.
A simple dretch owns any s1 human.
Will couse drawback for s1 aliens when humans s2? Thats the point!
Thay are one stage further, there should ba drawback.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #37 on: September 20, 2006, 03:18:53 pm »
Quote from: "temple"
Advanced basilisk is constant poison that is only countered by helmets and Battlesuits.  They can reapply it over and over making them lethal if they already have someone snared.

If your Adv Basilisk has a helmetless human snared, I say you'd be much better aiming for the head with regular attacks than using the poison. Also, poison effect doesn't stack, doesn't cause much damage ( a whopping total of 20 points! ) AND doesn't impair aiming that much when you get used to it :) Of course, the extreme rarity of adv basilisks makes it so that most humans don't really know how to cope with it's special attack.

Maybe we should switch the Dragoon and the Adv Basilisk :) Now, at stage 1 if I had the choice between the 2 point Marauder or the 2 point Adv Basilisk only, maybe ( maybe! ) I would consider the later since it's easier to grab a human with it ( grab time lasts longer and so makes it easier to lock a human in place )

And btw, I made a terrible mistake when I talked about the Adv Basilisk crappy poison gas attack : it is not the helmet which protects againt it but it is indeed the light armor itself. The Adv Basilisk poison attack is now officialy a useless ability.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Stakhanov

  • Posts: 64
  • Turrets: +0/-0
Is each side properly balanced?
« Reply #38 on: September 20, 2006, 03:31:00 pm »
Alien forms are rather broken , a medium skilled marauder has more than twice the life expectancy of a dragoon , and dretches are several times deadlier than basilisks , and live longer too. Those are only ever used to show off mad skills :P

TyrranzzX

  • Posts: 50
  • Turrets: +0/-0
Is each side properly balanced?
« Reply #39 on: September 20, 2006, 04:57:16 pm »
I'd be all for giving the balskalisk its secondary attack at S1 in trade for the goon being a S2 unit and the advanced goon being an S3 unit; that'd help things along considerably.  The advanced balskalisk probably should have a heft yHP boost and a ranged attack, say spikes or something; something that'll give it the ability to be annoying to battlesuits and light units.  Marauder should get a bit more HP as well as the goon isn't there anymore to defend the aliens base against attackers at S1 and aliens have a tendancy to get raped hard by attackers at S1 without goons.
onfirmation image codes are biased against dyslexics!

If it breaks, you get to keep both pieces.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Is each side properly balanced?
« Reply #40 on: September 20, 2006, 05:44:40 pm »
if it wasn't for goons, there would be nothing that could do any damage to a human base s1. we don't need to give humans any more reason to camp. when there aren't any turrets around to protect the humans, marauders can be at least as dangerous as dragoons, because they are very difficult to kill, and kill a human in 2 headshots.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

beerbitch

  • Posts: 195
  • Turrets: +11/-19
Is each side properly balanced?
« Reply #41 on: September 20, 2006, 05:46:47 pm »
I used to love being a goon at S1, but I've gotten good with mara and much prefer it over the goon. It seems to me that a good mara player can stay alive much longer then a goon one, and can have more easy access to the human base with his jump. You just jump everywhere and turrets have to keep tracking you.
Beerbitch - "Some days you're the pigeon, other days you're the statue"

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Is each side properly balanced?
« Reply #42 on: September 20, 2006, 07:54:08 pm »
Quote from: "kevlarman"
if it wasn't for goons, there would be nothing that could do any damage to a human base s1.

uh, yeah, and humans can;t even leave base with goons running around, thats why its unbalanced.

Quote from: "kevlarman"
we don't need to give humans any more reason to camp.

A what? No goons = better chances for survival = less camping
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

temple

  • Posts: 534
  • Turrets: +37/-42
Is each side properly balanced?
« Reply #43 on: September 20, 2006, 08:10:19 pm »
Quote from: "4as"
Quote from: "temple"
Goons are the only thing keeping a base safe in s1 or s2.

You got to be kidding.
A simple dretch owns any s1 human.
Will couse drawback for s1 aliens when humans s2? Thats the point!
Thay are one stage further, there should ba drawback.

Quote from: "4as"
uh, yeah, and humans can;t even leave base with goons running around, thats why its unbalanced.

This is funny.


I'm being too generious with the advanced basilisk's usefulness but it forces humans to get a helmet (or light armor, I always thought it was helmet).  An advanced basilisk and just sit in one place and poison any passerby's repeatedly.  I've done it on ledges.  Basilisks are why battlesuits are good.  The basilisk can lock down any human and kill them if the human doesn't get help soon.  If the poison snared, it would be better but basilisks can snare anyway.  

Its just that people don't bother with basilisk because there are few cases where aliens care to specifly target someone and basilisk usually get kills stolen.

Quote from: "Stof"
If your Adv Basilisk has a helmetless human snared, I say you'd be much better aiming for the head with regular attacks than using the poison.

A good human will just jump and spin to kill you if you go for the head.  A basilisk has to jump up to hit the head and that breaks contact.   I've had it done to me and have done it to basilisks.

Quote from: "Stakhanov"
Alien forms are rather broken , a medium skilled marauder has more than twice the life expectancy of a dragoon , and dretches are several times deadlier than basilisks , and live longer too. Those are only ever used to show off mad skills :P

But a dragoon is more lethal by far until humans hit s3.  Its a small step from using headshots with marauders and headchomping with a goon.  I rather marauder simply because its hard to hit them and cheaper to evolve into.  Also, you don't have blocking issues with a marauder (should have been my #1 reason).

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #44 on: September 20, 2006, 08:12:29 pm »
Quote from: "kevlarman"
if it wasn't for goons, there would be nothing that could do any damage to a human base s1.

I disagree. Marauder does a lot of damage too.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #45 on: September 20, 2006, 08:27:05 pm »
This is turning into yet another "basilisk sucks" thread but oh well :)

Quote
I'm being too generious with the advanced basilisk's usefulness but it forces humans to get a helmet (or light armor, I always thought it was helmet). An advanced basilisk and just sit in one place and poison any passerby's repeatedly. I've done it on ledges. Basilisks are why battlesuits are good. The basilisk can lock down any human and kill them if the human doesn't get help soon. If the poison snared, it would be better but basilisks can snare anyway.
 
 Its just that people don't bother with basilisk because there are few cases where aliens care to specifly target someone and basilisk usually get kills stolen.

You really need to come show of your mad basilisk skills on the same server than I. You can bet that never before have I felt the urge to take a battlesuit because of some good basilisk player :) As for Basilisk counters :
- stage 1, shoot it first, stay in team, no good counter. Take light armor to protect against the poison attack
- stage 2, jetpack : you can consider that jetpacks makes you immune to the grab ability
- stage 3, lucifer. Nuff said.

Also, if you want a good reason for humans to take the light armor, there is one already on stage 1 : dragoon pounce does 100 points of unlocalised damage when fully charged. Kills all unprotected humans in 1 hit, even if you only touch them by a few milimeters.

Quote
A good human will just jump and spin to kill you if you go for the head. A basilisk has to jump up to hit the head and that breaks contact. I've had it done to me and have done it to basilisks.

I do not agree. When you snare an oponent, get close to his back and jump on its head to finish him from here. It never failed me.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

PHREAK

  • Posts: 344
  • Turrets: +3/-2
Is each side properly balanced?
« Reply #46 on: September 20, 2006, 08:29:49 pm »
IMHO, stages are very balanced as well as classes with the exception of the basi. While some players rock at it, everything a basi does, can be done by any other class as well, so currently it's simply there for skill show-off.
As far as moving the goon to s2, I'm extremly against it and here's why.

People mistake stage balance with game balance.
At s1, aliens are supposed to gether kills while hummies build and protect. This is because aliens dont get squat in offense at s2. It's extremly important that aliens reach s2 before humans so they can build a correct base and have a chance against s2 hummies.
At s2, humans have all the means to whipe out all but the best alien teams due to helmets, pulse, flamers, granades and jetpacks.
All that aliens get are useless adv basi's and very usefull adv maras for offense.

If the hummie team didn't get to kill OM and most of the eggs before alien s3 hits, it's their own fault. All they can hope for now is either lucy spam or
a tie.
This IMO is the balance of Temulous. The imbalance of stages leads to balance in overall games.
All people need to do is play correctly rather then rambo-feeding frenzy style games.
It's not how many aliens you kill as a hummie, it's how fast you can kill all eggs and OM.
Yelling at team mates since 2006!

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #47 on: September 20, 2006, 09:10:56 pm »
Balanced or not, it's boring to sit on your turrets because of the big bad goon outside and the general stupidity of human soldiers for forgeting to pack an helmet as standard issue equipment.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Is each side properly balanced?
« Reply #48 on: September 20, 2006, 10:03:53 pm »
Quote from: "temple"
Quote from: "4as"
Quote from: "temple"
Goons are the only thing keeping a base safe in s1 or s2.

You got to be kidding.
A simple dretch owns any s1 human.
Will couse drawback for s1 aliens when humans s2? Thats the point!
Thay are one stage further, there should ba drawback.

Quote from: "4as"
uh, yeah, and humans can;t even leave base with goons running around, thats why its unbalanced.

This is funny.


Laughing at something you dont understand is a common human reaction.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

temple

  • Posts: 534
  • Turrets: +37/-42
Is each side properly balanced?
« Reply #49 on: September 20, 2006, 10:44:53 pm »
Quote from: "4as"
Quote from: "temple"
Quote from: "4as"
Quote from: "temple"
Goons are the only thing keeping a base safe in s1 or s2.

You got to be kidding.
A simple dretch owns any s1 human.
Will couse drawback for s1 aliens when humans s2? Thats the point!
Thay are one stage further, there should ba drawback.

Quote from: "4as"
uh, yeah, and humans can;t even leave base with goons running around, thats why its unbalanced.

This is funny.


Laughing at something you dont understand is a common human reaction.

You contradicted yourself.  You said I was kidding about goons keeping a base safe in s1 and s2 (and include the other part of my quote 'Not because goons are used for base defense but they keep humans from advancing and controlling the map. ')

Then you said that humans can't leave the base due to goons running around.  Which is it?  Do goons contribute to base defense by controlling the map or are dretches the best at owning s1 humans?

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #50 on: September 20, 2006, 10:52:01 pm »
Still, what he said isn't wrong.

It's true that goons work very well to pin the humans in their base, but still, they aren't the only thing preventing stage 1 humans from killing the alien base in no time. Even without the goons, dretches can do a very good job of defending the alien base against helmetless humans.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Is each side properly balanced?
« Reply #51 on: September 20, 2006, 11:11:06 pm »
temple, its very simple:
It's... as Stof stated.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

tomek-k

  • Guest
Is each side properly balanced?
« Reply #52 on: September 22, 2006, 09:28:28 pm »
Quote from: "temple"
Goons are the only thing keeping a base safe in s1 or s2. Not because goons are used for base defense but they keep humans from advancing and controlling the map. Goons in s2 would be a major step back for aliens. Aliens wouldn't get out of s1 in near enough time before their base is flooded with humans.


The situation is now exactly reverse. And it's even with out any goon in the alien's team

BTW. Have you seen the plots that show the Tremulous balance (couple posts before)????
 :P

janev

  • Spam Killer
  • *
  • Posts: 534
  • Turrets: +130/-26
Is each side properly balanced?
« Reply #53 on: September 22, 2006, 09:54:21 pm »
ok I am really tired of seeing people saying that humans are underpowered :x The reason they seem underpowered is because over 50% of public players lack the disipline and skill needed to play them correct. contrary to common belief the way to play humans is not to sit in your base and let the goon pick you off one by one... you need to play more aggressively and chase those goons so they don't dare come near your base.... you need to destroy the alien team before they hit stage 3 as the human advantage is strongest in stage 2.

goons are not all powerful and dretches suck balls because though they dish out a lot of damage the humans with half a brain can kill them with absurd ease. DRETCHES FEEEED they are not something you should be throwing wave after wave at the enemy. yes the aliens do win alot according to the statistics but have you ever seen a co-ordinated human team?it is a fucking massacre!

the reason the aliens win is because the good players like aliens when they don't have a few friends nearby who they can teamup with... it is just more common that good players happen to be playing alone and not in groups, if you see 1 uber gamer join humans chances are 1 or 2 more will also join em and any1 caught on the alien team is in for a world of hurt pretty much regardless of their skill level.

2-3 teamworking humans can't really be countered in public play. try getting together a lasgun a shotgun and a pulse rifle in stage 2 and see how well the aliens do.
Author of "The quick beginner's guide to playing tremulous"
Founding member of the "undefeated in clanwars since 2006" club and narcissist extraordinaire.


"Your quote-tower trolling reminds me of two dogs fighting over a piece of poo." [c] Ingar

Kolaris

  • Posts: 19
  • Turrets: +0/-0
Is each side properly balanced?
« Reply #54 on: October 05, 2006, 06:22:40 am »
Quote from: "janev"
ok I am really tired of seeing people saying that humans are underpowered :x The reason they seem underpowered is because over 50% of public players lack the disipline and skill needed to play them correct. contrary to common belief the way to play humans is not to sit in your base and let the goon pick you off one by one... you need to play more aggressively and chase those goons so they don't dare come near your base.... you need to destroy the alien team before they hit stage 3 as the human advantage is strongest in stage 2.

goons are not all powerful and dretches suck balls because though they dish out a lot of damage the humans with half a brain can kill them with absurd ease. DRETCHES FEEEED they are not something you should be throwing wave after wave at the enemy. yes the aliens do win alot according to the statistics but have you ever seen a co-ordinated human team?it is a fucking massacre!

the reason the aliens win is because the good players like aliens when they don't have a few friends nearby who they can teamup with... it is just more common that good players happen to be playing alone and not in groups, if you see 1 uber gamer join humans chances are 1 or 2 more will also join em and any1 caught on the alien team is in for a world of hurt pretty much regardless of their skill level.

2-3 teamworking humans can't really be countered in public play. try getting together a lasgun a shotgun and a pulse rifle in stage 2 and see how well the aliens do.



In large part I agree with you - I also think the 'pro-balanced' and 'pro-alien' side is forgetting one large thing: self-supporting alien bases.

The pro level human team will definately get out there and kill the bugs easily at s2, there's no justifiable reason for them not to. What happens, and this may be a map design flaw, (maps like Transit this problem is blatantly obvious) is that hunting down and finishing the aliens off is a 5-10 minute process on certain maps, and by that time even sub-standard aliens have reached s3. (because there's always that weakest link, you have to account for it)

This is also apparent in SD for different reasons. All the aliens need is a functional egg. That's it. These can be put up anywhere, almost anytime, as long as the 'control' structure is up. These two structures by themselves give you an alien team with full offensive capabilities, minus a booster. Humans need an armoury, medistation, and spawns can only be built in one spot, not to mention aliens have radar on even the suckiest alien players.

Having one active builder almost guarantees aliens make it to s3, assuming some semblance of team balance. No human stealthy egg-attacks, because the grangar can warn, or he can just go and hide some eggs, more grangars spawn, and this continues until s3.

Now every human team bar the most elite team-workers will have little chance against this defense. On some maps, such as ATCS, there are few places to hide, and by and large this is the most played map simply because it is the most balanced. I don't know if this is a cry out to the devs or the map makers, but this is the largest issue in my mind.

temple

  • Posts: 534
  • Turrets: +37/-42
Is each side properly balanced?
« Reply #55 on: October 05, 2006, 07:15:35 am »
Quote from: "Kolaris"
In large part I agree with you - I also think the 'pro-balanced' and 'pro-alien' side is forgetting one large thing: self-supporting alien bases.

The pro level human team will definately get out there and kill the bugs easily at s2, there's no justifiable reason for them not to. What happens, and this may be a map design flaw, (maps like Transit this problem is blatantly obvious) is that hunting down and finishing the aliens off is a 5-10 minute process on certain maps, and by that time even sub-standard aliens have reached s3. (because there's always that weakest link, you have to account for it)

This is also apparent in SD for different reasons. All the aliens need is a functional egg. That's it. These can be put up anywhere, almost anytime, as long as the 'control' structure is up. These two structures by themselves give you an alien team with full offensive capabilities, minus a booster. Humans need an armoury, medistation, and spawns can only be built in one spot, not to mention aliens have radar on even the suckiest alien players.

Having one active builder almost guarantees aliens make it to s3, assuming some semblance of team balance. No human stealthy egg-attacks, because the grangar can warn, or he can just go and hide some eggs, more grangars spawn, and this continues until s3.

Now every human team bar the most elite team-workers will have little chance against this defense. On some maps, such as ATCS, there are few places to hide, and by and large this is the most played map simply because it is the most balanced. I don't know if this is a cry out to the devs or the map makers, but this is the largest issue in my mind.

Egg spam is sooooo overrated.  Most players don't know how alien's work.   Its a lot harder than humans.

Alien structures deactivate when the Overmind is dead, with the exception of eggs.  Therefore, if you get the Overmind, you kill all of alien defenses.  

The Overmind is required to build any structure, including eggs.  So, in order to 'egg spam', you must have a working Overmind and the foresight to egg spam.  Alien structures take nearly twice as long to build and eggs have spotty surface detection, requiring some thought when placing them.  Its hard to effectively egg spam without a couple minutes headstart.  Also, consider using a granger.  They are very slow, too big for most small passageways and can only wall climb at s2.  Its hard to get enough range to spam eggs before being shot to pieces.

Without the Overmind, aliens cannot evolve to defend their base, cannot build defensive structures, and cannot bulid more eggs.  Egg spam is rarely works.  Its just a matter of 'the match is going to take longer than expect'.  If an alien can build an Overmind and eggs without being detected, they deserve to survive.  

Not only that, but alien defense is pathetic anyway.  Most humans never see alien base to understand that.  The real defense for alien bases are the aliens themselves.  

In SD, this all moot because you can't make eggs.  So, Aliens can rebuild the Overmind but that's it.  In SD, humans should wipe out the eggs in order to ensure a clean victory.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Is each side properly balanced?
« Reply #56 on: October 05, 2006, 11:17:08 am »
Egg hunt would be easier if the bugs where an OM still works even when killed were fixed. With that bug, aliens don't even need a working OM to build more eggs.

https://bugzilla.icculus.org/show_bug.cgi?id=2845
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

DASPRiD

  • Administrator
  • Posts: 549
  • Turrets: +21/-2
    • http://www.dasprids.de
Is each side properly balanced?
« Reply #57 on: October 05, 2006, 11:45:04 am »
Dragoons in S2 are bullshit.

Every experienced player choose Adv. Marauder at S2, because mostly, also the humans are S2 and Dragoon vs a good S2-Human sucks.
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0&currency_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8][/url]

Seffylight

  • Posts: 490
  • Turrets: +40/-26
Is each side properly balanced?
« Reply #58 on: October 05, 2006, 12:31:09 pm »
Shotgun + Armor = Dead goon.

Case closed. Next?
Stop it. Seriously.

Sniper

  • Posts: 23
  • Turrets: +0/-0
Is each side properly balanced?
« Reply #59 on: October 05, 2006, 09:41:21 pm »
Quote from: "Seffylight"
Shotgun + Armor = Dead goon.


Shotgun + Armor = pwnt by dretch if they cant aim and pwn by marauder and dretch anyway
img]http://wilhelmrahn.googlepages.com/dretch-for-life.png[/img]