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Posted: Thu Jan 11, 2007 4:10 am
by Tontow
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
*Cough*Aleph Res*Cough*
Posted: Thu Jan 11, 2007 5:18 am
by guitarism
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.
Posted: Thu Jan 11, 2007 5:34 am
by Death3D
my ears are buzzing /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
Posted: Thu Jan 11, 2007 5:56 am
by ShadowMoses
Camaro wrote:QUOTE (Camaro @ Jan 11 2007, 06:38 AM) fortifying it
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.
Towers and Caldrops? =]
Posted: Thu Jan 11, 2007 6:06 am
by Dengaroth
ShadowMoses wrote:QUOTE (ShadowMoses @ Jan 11 2007, 06:56 AM) Towers and Caldrops? =]
You pretty much need Res3 to kill the towers that really matter.
Posted: Thu Jan 11, 2007 10:08 am
by CronoDroid
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.
Posted: Thu Jan 11, 2007 12:40 pm
by madpeople
res is the answer!
you can kill giga lt bases with enough res /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
and noone ever expects the res 3!
its main weapon is fear, fear and surprise
its two main weapons are fear and surprise and a...
Posted: Fri Jan 12, 2007 12:10 am
by Lykourgos
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.
Posted: Fri Jan 12, 2007 5:46 am
by spideycw
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.
you ressed me at LEAST 5 times tonight on GT vs Giga.
Posted: Fri Jan 12, 2007 5:59 am
by Camaro
armagedon res is the only useful one.