I was talking about the people who had to know every inch of the damn game because they were playing against people who already knew every inch. In the days since standalone I might have only met the concentrated quality in a team comparable to then once.
Also these days still a lot of people go for killcount, even a lot of players mentioned as good or the best get judged by it. Back then it was never about kills. Games could end with the topkiller having less than 20 kills. Kills were a means to obtaining the weaponry needed to take out eggs/spawns, oms/reactors, grangers and builders.
I remember Cataclaw getting 200+ kills on SST.
Tim ’Timbo’ Angus – Programming and Direction
Nick ’jex’ Jansens – Mapping, texturing and 2D artwork
Robin ’OverFlow’ Marshall – Modelling, animation and mapping
Jan ’Stannum’ van der Weg – Texturing and mapping
Mike ’Veda’ Mcinnerney – Modelling, animation and texturing
Gordon ’Godmil’ Miller – Mapping
’Who-[Soup]’ – Mapping
Tristan ’jhrx’ Blease – Mapping
Paul ’MoP’ Greveson – Modelling and texturing
Chris ’Dolby’ McCarthy – Sound
Asa ’Norfenstein’ Kravets – Manual content, QA, design and balance suggestions
’Crylar’ – Concept art
Richard ’R1CH’ Stanway – Server hosting
Stéphane ’MEGASTeP’ Peter – Early test server hosting
Arsonide, Bajoran, Bt, Chamooze, Crylar, Cybernetsam, dzjepp, ectox, Edo, evil poop, Excalibur, FroggyQuim, Idle Wild, juice, Kai, kingping, Lava Croft, MajorPain, MiDiaN, Molog, Mutemode, Norfenstein, Orc, R1CH, Ratti, Ravyn, Salteh, Sandy, SharkDog, slux, Suddien, Supa, Survivor, Swie, sysrq, TerrorEast, Tyler, Vitae, Woo
These are the 'Ancient' players. Developers, betatesters etc. The ones I personally feared most back then were Norf and sysrq. But it was the fact that those people could play as an excellent team of which all members knew how everything worked which proved the most challenging.
I wish that challenge would return, these days i'm not so obliged to spend a lot of time learning and training trem anymore since the chances of getting a team which understands how we worked is rare. I hope it will return with 1.2 but I am not getting my hopes up since already a lot of those players left.
Also on the subject of the not so appreciated people, builders and basekillers are just as important as the soldiers of the team. Only divine players can win when their own base is down and the enemy's is up. As such this topic is moot, as i've stated far far back already. It is about an entire team, not a few players, with the teamwork consisting of backing up, recon, defense/offense and on occasion sacrificing yourself for the good of the team(mate).