NS2: Combat

NS2: Combat

co_atcs (98% done)
Showing 1-8 of 8 entries
Update: 26 Nov, 2017 @ 7:44am

Update: 26 Nov, 2017 @ 7:34am

Update: 20 Jul, 2017 @ 9:33am

Fixated tech points for hivemind / cc spawn points, hopefully.

Shifted tech points al ittle further back again. Marine CC tech point now intersects a wall for now.

Update: 19 Jul, 2017 @ 7:51pm

Update: 19 Jul, 2017 @ 2:09am

Shifted the base tech poitns lsightly closer to thecorners to encourage the classic tricks in Tremulous:

"Hiding behind the hivemind" (usually done with a painsaw though in tremulous which kills the overmind in 3.75 seconds)
A human would run and, in NS2's case, crouch behind the hive, allowing small aliens to bite down the marine, but because the marine has a gun, aliens will sturggle to get the marine. Consequently, exosuits with their extreme high DPS cannot get behind the hive.

"RC Hopping" - Usually done by a marauder or dragoon. In NS2 this would be a skulk or a fade or a lerk that jumps on top of the command stration. To take down the CC hopper, you need to walk away from the CC and shoot from flat enough angle, preferably without requiring the user to jump. Also encourages maerines to limit their time camping.

Update: 19 Jul, 2017 @ 1:16am

Fixed the mirrroring of the "5AE something texture to match the original

Update: 18 Jul, 2017 @ 12:10am

Copy paste din ns2_atcs' overview over so the minimap should show

Update: 17 Jul, 2017 @ 11:47am

Removed 2 tech points (hallway and bunker) and all res nodes and some other stuff