Author Topic: Planned Development Games  (Read 741107 times)

fail

  • Posts: 10
  • Turrets: +1/-2
Re: Planned Development Games
« Reply #360 on: June 13, 2009, 09:07:44 pm »
maybe you guys should fix the percent sign glitch.. today I paralyzed all the players just by putting a % in my name.. lol

baybal

  • Posts: 129
  • Turrets: +2/-22
Re: Planned Development Games
« Reply #361 on: June 16, 2009, 05:13:27 pm »
>- Dretches can't hurt turrets?  That just slows down the game IMO.

I have the same opinion, these way I would like to have rets and teslas swapped.

Also I would like to have dretches more jump capable, so they would be able to jump on humans heads, but the same time would like to have bite range reduced, so it would be impossible to do a head shot from the ground level. Also I want dretches to be able to walljump.

Also I want the well known bug of flamethrower projectiles velocity to be fixed.

Hives were already overpowered/well powered in 1.1, 2 well placed hives on atcs were actually able to provide an equivalent of 2-3 kills during the assault before been lucied. I want hive's changes to be reverted and instead it is better to make the swarm ball to do a splash damage which penetrates human armour except bsuit, add an ability to kill multiple humans in a row to the swarm, make swarm sprite less transparent, obstructing sight, make it more quick and agile, with an extended range for chasing humans.
 
I want some armour and speed penalties to be implemented: Dretch being shot should flew away; Flamethrower doing minimal damage to bsuit equipped humans; Flamethrower projectiles to slow when hitting a target/ground; Bsuits to be immune to acid, shock, swarms. e.t.c., being able to stomp dretches down, ; Granger's poop to do a splash acid like damage; increase lisks' gas charge reload time to 15-20 second, but make them to contaminate wider area for a longer periods of time with an increased lethality.

New units/weapons suggestion: Aliens should get a long range anti personnel attack with something like mobile hives; Rants/Goons needs to have a quick heal ability by eating somebody; Humans should get an ability to kick (with boots) aliens (would be cool to deal with dretches, lisks); Humans should get some real RPG/grenade launcher equivalent, limited in ammo, but powerful with one shoot one kill ability; Make a flamethrower bit more usefull

Dynamic build points (team size depended) by default
« Last Edit: June 16, 2009, 05:15:24 pm by baybal »

bacon665

  • Posts: 180
  • Turrets: +12/-186
Re: Planned Development Games
« Reply #362 on: June 16, 2009, 06:25:19 pm »
Quote
make it more quick and agile, with an extended range for chasing humans.
How do you plan for them to do that? pursue the hitboxes within a certain range of them until the human out runs the range?
If they just continuelly pursue theyre going to follow into the base and then pick everyone off doing all the aliens work for them.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: Planned Development Games
« Reply #363 on: June 16, 2009, 06:30:41 pm »
Also I want the well known bug of flamethrower projectiles velocity to be fixed.

What bug?
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Annihilation

  • Posts: 684
  • Turrets: +162/-197
Re: Planned Development Games
« Reply #364 on: June 17, 2009, 01:00:15 am »
>- Dretches can't hurt turrets?  That just slows down the game IMO.

I have the same opinion, these way I would like to have rets and teslas swapped.

Also I would like to have dretches more jump capable, so they would be able to jump on humans heads, but the same time would like to have bite range reduced, so it would be impossible to do a head shot from the ground level. Also I want dretches to be able to walljump.

Also I want the well known bug of flamethrower projectiles velocity to be fixed.

Hives were already overpowered/well powered in 1.1, 2 well placed hives on atcs were actually able to provide an equivalent of 2-3 kills during the assault before been lucied. I want hive's changes to be reverted and instead it is better to make the swarm ball to do a splash damage which penetrates human armour except bsuit, add an ability to kill multiple humans in a row to the swarm, make swarm sprite less transparent, obstructing sight, make it more quick and agile, with an extended range for chasing humans.
 
I want some armour and speed penalties to be implemented: Dretch being shot should flew away; Flamethrower doing minimal damage to bsuit equipped humans; Flamethrower projectiles to slow when hitting a target/ground; Bsuits to be immune to acid, shock, swarms. e.t.c., being able to stomp dretches down, ; Granger's poop to do a splash acid like damage; increase lisks' gas charge reload time to 15-20 second, but make them to contaminate wider area for a longer periods of time with an increased lethality.

New units/weapons suggestion: Aliens should get a long range anti personnel attack with something like mobile hives; Rants/Goons needs to have a quick heal ability by eating somebody; Humans should get an ability to kick (with boots) aliens (would be cool to deal with dretches, lisks); Humans should get some real RPG/grenade launcher equivalent, limited in ammo, but powerful with one shoot one kill ability; Make a flamethrower bit more usefull

Dynamic build points (team size depended) by default

Where the hell did this guy come from?
[11:33:20 PM] Kaine:
Quote from: KobraKaine
How do you perform goon-copulation if he doesn't play?
Quote from: PowerOverwhelming
We just get on VC and listen to camels dying until we orgasm

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Planned Development Games
« Reply #365 on: June 17, 2009, 09:09:18 am »
X
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

bacon665

  • Posts: 180
  • Turrets: +12/-186
Re: Planned Development Games
« Reply #366 on: June 17, 2009, 09:25:08 pm »
Quote
Flamethrower doing minimal damage to bsuit equipped humans;
No friendly fire on X

Annihilation

  • Posts: 684
  • Turrets: +162/-197
Re: Planned Development Games
« Reply #367 on: June 17, 2009, 11:20:59 pm »
Quote
Flamethrower doing minimal damage to bsuit equipped humans;
No friendly fire on X
I think he means self damage.....
[11:33:20 PM] Kaine:
Quote from: KobraKaine
How do you perform goon-copulation if he doesn't play?
Quote from: PowerOverwhelming
We just get on VC and listen to camels dying until we orgasm

bacon665

  • Posts: 180
  • Turrets: +12/-186
Re: Planned Development Games
« Reply #368 on: June 18, 2009, 12:51:43 am »
He might. Wonder if hes even checked the replies.

Annihilation

  • Posts: 684
  • Turrets: +162/-197
Re: Planned Development Games
« Reply #369 on: June 18, 2009, 02:11:42 am »
Well, not to mention, even if he is from X that doesn't mean he doesn't realize the game has a friendly fire feature.


Meh...

[11:33:20 PM] Kaine:
Quote from: KobraKaine
How do you perform goon-copulation if he doesn't play?
Quote from: PowerOverwhelming
We just get on VC and listen to camels dying until we orgasm

bacon665

  • Posts: 180
  • Turrets: +12/-186
Re: Planned Development Games
« Reply #370 on: June 19, 2009, 01:40:35 am »
Actually thats one of the funniest things to see is people walking forward into their flamars and then cant figure out why theyre toasting themselves.

isaacjun16

  • Posts: 3
  • Turrets: +2/-1
Re: Planned Development Games
« Reply #371 on: June 19, 2009, 08:42:38 am »
 :o The most I ever dream for, is a flying alien, that will be fun,  ::)

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: Planned Development Games
« Reply #372 on: June 20, 2009, 07:55:43 pm »
Euro server game in 5 minutes!

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Planned Development Games
« Reply #373 on: June 20, 2009, 08:04:50 pm »
I have quite badass thing for you:
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: Planned Development Games
« Reply #374 on: June 21, 2009, 01:07:55 am »
What I don't like:

-New basi. Now it's overpowered. I don't know why the hell you made it better? Actually basi was really powerfull against all humans. Even if he couldn't fully grab a bs he was still usefull teammate. And basi has healing aura? Now I need to ask player to evolve to basi ?
Because it wasn't "really powerfull against all humans". It could be potent, in the right hands, in the right circumstances, but I don't feel like there was ever really a reason to use the basilisk in 1.1. Higher classes could always get more kills, and the dretch was usually a better option for getting enough frags to evolve to them. The healing aura is an opportunity for teamwork, and it let's players that don't get a lot of kills contribute to their team instead of feeding incessantly.

- New Marauder - okey thats really stupid. Actually in 1.1 games good adv/normal maras are able to kill armored human with helmet. Now it started to be _really_ easy. Bigger range, weird jump... erm?  And zap? Zap never should be better than claw. Instead of making zapp better reduce time between single zap and single claw. A _bit_ better range should be good imho.
The zap isn't better than the claw unless you're attacking multiple targets.

- Dragoon. Hmm, well dragoon seems to be fine thought. A bit reduced range makes it more balanced but I've strange feeling playing it. It seems a bit slower? Oh and I forget to add. Pounce damage is just test right? :)
Pounce damage is unchanged. What has changed is that light armour no longer gives as much protection against nonlocational damage as light armour + helmet. And headchomps still do significantly more damage than the pounce.

-Dretch. Actually  dretchies are useless on unlagged, a bit more usefull on lagged but its still almost the same. Normal ul player is able to kill 1-2 dretchies with one clip,good  lagged player with 1 clip. I think dretch should be a little better, because players are getting skilled. But I am not really sure what should be changed: hp, speed, bite speed ? I'd suggest a little hp bonus.
Dretches are less powerful than in 1.1, but they're not useless. I felt they were overpowered in 1.1, as evinced by the fact that many people seem to prefer using them over higher, ostensbily better classes. Also keep in mind that they're actually worth less credits now too, and that staging up is based on funds, not kills.

- Alien Regen. Tremulous is dynamic game as someone in this thread said "a little longer regen could be good but not that much"  - yes, very slow regeneration makes the game boring and slooower.  As I remember it is 1/3 normal regen, better change it to 2/3.
Everyone complains about this at first, usually because they ignore the regen boosting of basilisks and boosters. We've played with the regen change for a very long time and I think it's proven to be a good thing.

-New Human dodage... What should I say. I don't like it. Humans gain actually more stamina in 1.2. That's enough to change.  Now they can avoid aliens chomping by a triple jump for example. What aboud adding cvar like "g_humandodge 0/1" ? Atleast players will decide if they want to play with it or not.
Sorry you don't like it. You can't triple jump, there's a delay after dodging, and now that we've split it apart from sprinting I don't really think there's much to complain about. I think adding cvars to toggle gameplay features is silly; if people want to customize the game we make they can mod it to make a different game.

-Shootgun. Why the hell have you reduced his power? I am good swith sg, now I can't kill a simple nub dretch with it while he is few virtual meters to me? Leave shootgun alone please...
The difference in damage was a mere 8 points, but since you made your post I actually had that reverted. So now the shotgun does the same damage it did in 1.1, just with more pellets. Which makes it easier to hit dretches.

-Lasgun: Should be a bit faster. It's easy to use it in ul, but on lagged its horrible hard even for good players.
Lasgun hasn't been changed at all since 1.1. Did you think it was horrible hard for good players in 1.1?

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Planned Development Games
« Reply #375 on: June 21, 2009, 02:51:38 am »
Im probably going to get the secret treatment. But in Stannums most recent video, there was a new weapon, which seemed to be a upgrade of the normal rifle.

Does this new weapon mean a new alien class?

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: Planned Development Games
« Reply #376 on: June 21, 2009, 02:55:29 am »
He's making new models to replace old models, not for any new items or classes. There aren't any secret gameplay changes.

Baconizer

  • Posts: 221
  • Turrets: +80/-52
    • Barking Frogs
Re: Planned Development Games
« Reply #377 on: June 22, 2009, 11:42:02 pm »
Of course there are! They're all a part of your evil agenda. Stop holding out on us, Norfenstein! We want the Battle Grangars NAO!!

On a more serious note, I'm rather happy about the new Basilisk. This way it's like a medic class. Now we need a medic for the humans, and I'll be really happy.
Why will you folk not ban me? :'(

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Planned Development Games
« Reply #378 on: June 23, 2009, 12:41:42 pm »
If you look at it that way, humans already have medic, ckit can build repeater and medi + ret for defeding.
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

borsuk

  • Posts: 29
  • Turrets: +7/-3
Re: Planned Development Games
« Reply #379 on: June 24, 2009, 08:41:41 pm »
I've found an exploit. Tested yesterday on edev.tremulous.net
Dodge is by far the fastest way to move over creep. Normally, creep significantly slows down humans walking near alien buildings. Dodge completely ignores creep.

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Planned Development Games
« Reply #380 on: June 24, 2009, 09:15:14 pm »
Well when jumping you aren't touching the ground so it makes sense that dodging avoids creep.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

borsuk

  • Posts: 29
  • Turrets: +7/-3
Re: Planned Development Games
« Reply #381 on: June 24, 2009, 09:22:58 pm »
Well when jumping you aren't touching the ground so it makes sense that dodging avoids creep.

Technically, yes. You can sprint and jump over creep if you aim it right. But results are pathetic if you're already stuck in creep. Dodge works even if you're already stuck in creep. It's foolproof. Humans can now move faster over creep and just run through it in situations where it was previously impossible.

khalsa

  • Administrator
  • Posts: 597
  • Turrets: +187/-132
    • http://www.mercenariesguild.net
Re: Planned Development Games
« Reply #382 on: June 25, 2009, 07:02:34 am »
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

borsuk

  • Posts: 29
  • Turrets: +7/-3
Re: Planned Development Games
« Reply #383 on: June 25, 2009, 07:00:18 pm »
I'm a bit skeptical about alien regeneration nerf. It's a double-edged sword. It can enable humans to be more agressive, but it can also help them camp ! Ideal human agression booster would be something that is useful only on offense. A couple of ideas below:

Battery Pack becomes Ammo Pack
Often, humans have to pull back because they're out of ammo. Unlike aliens, humans can't afford to build (unguarded) forward bases, such as repeater + health pad. A single dragoon, which can appear as early as after 2 minues, is practically unstoppable at destroying weakly defended bases. I think it would be ok if humans could carry more ammo, if they pay for it. Energy weapons already are far ahead with ability to charge from very sturdy reactor, and multiple repeaters.
Ammo Pack would have identical functionality for energy weapons. But it would also work for Rifle, Shotgun, Flamethrower, Chaingun. Instead of extending magazines, it would allow carrying more magazines. You almost never see shotguns on the offensive, ammo capacity is too low. Flamethrower is hard to use, but people skilled at it should be allowed to pay extra for more ammo capacity. Flamethrower doesn't forgive mistakes when you're light armour marine.
Note that battery pack ONLY helps on offensive. It's nearly worthless on defense.

Grenades at S1
Come on, it's not crazy ! Grenades are nearly worthless against mobile aliens, it would only change S1 human offense capabilities. Grenade costs quite a lot for beginning ($200), about as much as armour+shotgun, and there are no helmets. Only competent marines would afford grenades at S1, and lack of helmet would make successful grenade runs much more rewarding. Can getting humans out of base at S1 be bad ? And just like battery pack, grenade is nearly worthless on defense. S1 Humans have nothing that approaches dragoon at building destruction.

Humans don't need fucking *defense* computer !
It's interesting that teslas now don't need the computer and it got another function. But humans already have too many camping incentives. Therefore, Defense Computer becomes Offense Computer. Long range scanner. Offense Computer would reveal all alien buildings within a huge radius (possibly entire map). Even for battlesuits. This would encourage humans to attack. It would be great for egg hunts, too. I'm baffled by changes to Build Point regeneration - at least for aliens ! It's not like humans aren't capable of destroying alien bases, almost any of their weapons is good at that. It may make sense for humans, but for aliens - no way. Once humans finally reach alien base, grangers can barely keep up rebuilding defences. Note that alien bases are defended mostly with alien players, while human bases rely heavily on static defences. Offense Computer would reduce the need for what I think is a dangerous change.

Why I think slow Build Point regeneration is dangerous ?
- it further discourages forward bases for humans !
- once all build point are used, grangers have very little to do. They can't repair buildings, don't have combat abilities like gorges in NS (Web, Healing Spray, Bile Bomb). Grangers are yelled at when they try combat, when they block, or when they build in suboptimal way.  Aliens have much steeper learning curve, and frankly, I think they need an alien with low skill requirement. Even newbie Rifle marines can contribute by wounding tyrants or dragoons. Aliens have no room for newbie players ! Notice that in most matches score distribution is very different (in Tremulous 1.1) for alien and human teams. Human team has much more even frag distribution, while for aliens it tends to be top 20% players having 90% of all frags. Probably partially due to goons being overpowered.
Taunt, Jump, Spit, Wall Walking. They're going nuts very soon. To make things worse, you can't evolve back to granger, so a dutiful builder has to remain as granger all the time.
I think it would make more sense for Grangers, not basilisks, to have healing aura. That way, even newbies could contribute to alien success.
-Even more scarce build points can make base building restricted to only experienced players, and newbie builders will be much less tolerated.

Money for killing alien buildings
This may be a bit desperate, but should work to make humans leave the base. 200 for booster, egg, 500 for overmind, 50 for everything else. Aliens currently don't need such incentives, they're ridiculously good at destroying weakly guarded defences.
« Last Edit: June 25, 2009, 07:06:04 pm by borsuk »

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Planned Development Games
« Reply #384 on: June 25, 2009, 07:24:43 pm »
Quote
Unlike aliens, humans can't afford to build (unguarded) forward bases, such as repeater + health pad.
Actually, repeaters are now available at s1, cost 5bps and "generates" 20 bps. As for whole idea, I don't think it's something that makes humans camp and I don't think your idea will make them stop doing it. Ammo is often a problem when you sit in long hallway and camp for dretches. But yeah, on larger maps you can run out of ammo before reaching aliens base.

Grenades at s1? Aliens would be doomed since they can build on walls at s1, credits aren't problem. Also, humans DO have base killer called pain saw. No s1 alien building can stop rambo with it (barricade can slow him down) and it kills OM in few seconds while goon need quite a lot of time to kill rc.

"Offense Computer", what do you mean by reveal? you mean something like wallhack but only for buildings? Then it would be really OPed, it would make any sense if Offense Computer costs like 30-50 bps.

I'm happy with current "anti-camp" changes, dodge is really helpful against aliens, rets don't stop dretches from biting camping humans, luci... oh whatever :P .

btw. How can alien regen nerf help humans camping?
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

PureNoob

  • Posts: 59
  • Turrets: +6/-11
Re: Planned Development Games
« Reply #385 on: June 25, 2009, 07:38:14 pm »
Quote
I'm a bit skeptical about alien regeneration nerf. It's a double-edged sword. It can enable humans to be more agressive, but it can also help them camp ! Ideal human agression booster would be something that is useful only on offense. A couple of ideas below:

Battery Pack becomes Ammo Pack
Often, humans have to pull back because they're out of ammo. Unlike aliens, humans can't afford to build (unguarded) forward bases, such as repeater + health pad. A single dragoon, which can appear as early as after 2 minues, is practically unstoppable at destroying weakly defended bases. I think it would be ok if humans could carry more ammo, if they pay for it. Energy weapons already are far ahead with ability to charge from very sturdy reactor, and multiple repeaters.
Ammo Pack would have identical functionality for energy weapons. But it would also work for Rifle, Shotgun, Flamethrower, Chaingun. Instead of extending magazines, it would allow carrying more magazines. You almost never see shotguns on the offensive, ammo capacity is too low. Flamethrower is hard to use, but people skilled at it should be allowed to pay extra for more ammo capacity. Flamethrower doesn't forgive mistakes when you're light armour marine.
Well, beginners, whom campers are, usually die before they use all of their ammunition and that change would require lots of re-balancing (especially for shotgun and chaingun). If there is a problem with flamethrower (I haven't used it much), then the ammo pack is not the fix.
Quote
Note that battery pack ONLY helps on offensive. It's nearly worthless on defense.
moar luci/pulse spam?
Quote
Grenades at S1
Come on, it's not crazy ! Grenades are nearly worthless against mobile aliens, it would only change S1 human offense capabilities. Grenade costs quite a lot for beginning ($200), about as much as armour+shotgun, and there are no helmets. Only competent marines would afford grenades at S1, and lack of helmet would make successful grenade runs much more rewarding. Can getting humans out of base at S1 be bad ?
It won't stop camping, believe me... Beginners don't use or know how to use grenades and it just makes Humans more powerful. This change would just make game more unbalanced and there will be even more difference between newbies and pros.
Quote
And just like battery pack, grenade is nearly worthless on defense.
Well... mostly true. A well-placed nade when defending can be useful, though.
Quote
S1 Humans have nothing that approaches dragoon at building destruction.
One word: saw
Quote
Humans don't need fucking *defense* computer !
It's interesting that teslas now don't need the computer and it got another function. But humans already have too many camping incentives. Therefore, Defense Computer becomes Offense Computer. Long range scanner. Offense Computer would reveal all alien buildings within a huge radius (possibly entire map). Even for battlesuits. This would encourage humans to attack. It would be great for egg hunts, too. I'm baffled by changes to Build Point regeneration - at least for aliens ! It's not like humans aren't capable of destroying alien bases, almost any of their weapons is good at that. It may make sense for humans, but for aliens - no way. Once humans finally reach alien base, grangers can barely keep up rebuilding defences. Note that alien bases are defended mostly with alien players, while human bases rely heavily on static defences. Offense Computer would reduce the need for what I think is a dangerous change.
Hmm... I am not sure how a long range radar helps with the camping problem... It is not like the campers are afraid of alien bases. They don't want to lose their valuable equipment.

Quote
Aliens have no room for newbie players!
Yes, it is hard to learn to play aliens but learning can be also fun and beginners can always play humans when they get bored in getting owned. People have to stop whining about feeding. Beginners will die often in any online FPS... What can the beginners do when they are told not to die? Build bad bases, sit in a corner or stop playing the game? I just get bored and TK the whiners... You should try it sometimes.  :(

Quote
Money for killing alien buildings
This may be a bit desperate, but should work to make humans leave the base. 200 for booster, egg, 500 for overmind, 50 for everything else. Aliens currently don't need such incentives, they're ridiculously good at destroying weakly guarded defences.
So bad builders will be even more harm to the team... and it is not hard for humans to blow the defences up and kill some eggs ($). Yes, it is a bit desperate.  :)

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Planned Development Games
« Reply #386 on: June 25, 2009, 09:10:56 pm »
Humans already get credits when they kill eggs and OM. I don't like the idea of DC showing you where alien structures are because that basically negates your attempts to get forward bases built, which I think both sides should do. DC should stay how it currently is in MG testing (and maybe let you see HUMAN structures through walls, just a little bit helpful if humans have a forward base or have moved.) I think grenades at s1 is a good idea and should at least be tested on Dev server. I have thought about this and I can't really see any negative aspects to this. It will not be overpowered because humans will not have helmets so it will be difficult to get to aliens base to drop the thing, but it will be helpful if used correctly and it can allow a human to damage the alien's base significantly. This may require the aliens to spread out their base a bit, thus improving the game play. I don't know about buying ammo, but I think that should be at least tested once.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Planned Development Games
« Reply #387 on: June 26, 2009, 01:48:04 am »
Grens at S1? No:

300 creds = two dead dretches (If I am not mistaken) -> painsaw + nade = dead default base on ATCS. The gren will blow up both eggs and hurt the OM, and then the painsaw finishes it off in no time.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Planned Development Games
« Reply #388 on: June 26, 2009, 02:32:12 am »
Grens at S1? No:

300 creds = two dead dretches (If I am not mistaken) -> painsaw + nade = dead default base on ATCS. The gren will blow up both eggs and hurt the OM, and then the painsaw finishes it off in no time.
This. 
spam spam spam, waste waste waste!

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Planned Development Games
« Reply #389 on: June 26, 2009, 05:10:14 am »
Grens at S1? No:

300 creds = two dead dretches (If I am not mistaken) -> painsaw + nade = dead default base on ATCS. The gren will blow up both eggs and hurt the OM, and then the painsaw finishes it off in no time.

If a painsaw with no armour or helmet destroys your entire base you deserve to lose.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.