*Cough*Aleph Res*Cough*Camaro wrote:QUOTE (Camaro @ Jan 10 2007, 01:38 PM) its about finding dead end 1 entrance 1 exit sectors and fortifying it to ensure your turtleness
Dont Let Guitar have GC!
Why do people think aleph res is the answer? Aleph res only forces them to fly off the camp, and move back 1k, other then that nothing. It doens't kill bases or anything, and it only kills the slow people.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
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ShadowMoses
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Camaro wrote:QUOTE (Camaro @ Jan 11 2007, 06:38 AM) fortifying it
Towers and Caldrops? =]guitarism wrote:QUOTE (guitarism @ Jan 11 2007, 02:18 PM) Why do people think aleph res is the answer? Aleph res only forces them to fly off the camp, and move back 1k, other then that nothing. It doens't kill bases or anything, and it only kills the slow people.

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CronoDroid
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The reason the same maps are played over and over again is because they work, there are close to an infinite amount of ways the game can play out, the sectors link logically allowing for flanking ops/teles to kill miners and a wide array of offensive actions, a sensible amount of safe sectors, etc. HiHigher and the like offer many ways to play the game without the players or commander being frustrated by map design (one choke sector guranteeing early op/op combat, stupid back sectors that can be sealed off preventing miner O unless you're Tac).
ACS forum has more details and a huge map tactics page showing the basis of all common strategies but of course the game is totally dynamic and is suspect to change at any time.
ACS forum has more details and a huge map tactics page showing the basis of all common strategies but of course the game is totally dynamic and is suspect to change at any time.
Res is useful for some things. Killing the slow people is still usually about half the people camping. Clearing towers and mines and making sure there are no proxes on the aleph is worth doing. You can use a big loud res-run to slip some sbs or tp2 scouts through, usually. Ever since Noir made large shields res resistant I've been wanting to try throwing a dev through an aleph with the res to hold them at the aleph while a cruiser comes in after the res is over. SY costs are still pretty high though, and I usually don't comm goofoff games or 5 hour games.
you ressed me at LEAST 5 times tonight on GT vs Giga.guitarism wrote:QUOTE (guitarism @ Jan 11 2007, 07:18 AM) Why do people think aleph res is the answer? Aleph res only forces them to fly off the camp, and move back 1k, other then that nothing. It doens't kill bases or anything, and it only kills the slow people.
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.







