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  • #46
    Originally posted by Escalate
    one long fr battle = less luck. catching a burst and then being locked out of base because of it is what puts all of the luck in basing.
    You can't be locked out unless the other team is a well oiled machine. But I see your point.
    http://www.trenchwars.org/forums/showthread.php?t=15100 - Gallileo's racist thread

    "Mustafa sounds like someone that likes to fly planes into buildings." -Galleleo

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    • #47
      If you go with the shipchange dealy, you do need to limit both javs and wbs, either that or limit the max number or ship changes.

      it's a either or, not both.
      The only TWO TIME TWLJ All-Star and TWLB All-Star who never played a game.

      Originally posted by Richard Creager
      All space detectives come armed with tcp/ip persona blasting pistols, it's required for their line of duty. Silly of both maisoul and goddess to not know this before hand, they get what they deserved, fucking zapped, bitches.

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      • #48
        Originally posted by geekbot
        I love playing solo shark in go base b/c it's something new. It's very doable except for attacking the cram seems to be hard. But I think that's the "hardest" part of basing to coordinate so I think it's just some people need to do it and work out attacking with one shark.

        It's not as chaotic as you think and without the nearly 100% coverage of 2 sharks, the attacking ships really need to conserve energy and use their shark wisely. Shark placement is also more important.

        I'm sure javs and wbs would also be more popular if there was a 1 shark max.
        I know im not very skilled but for me the hard part is deffending, cause if you are attacking and your spids are pushing you dont need to trust your partner to time well, just wait him to attach and go up repping first, then you get it when he dies repping and if spids push you are luckly on entrance, just a few more timed reps watching your part and its done.

        When you cram/deffend you dont know how your part is gonna act if you dont play with him for long, so if you go first you have to trust that he will time well for your safe detach. If you let him go first he has to die fast after he loses rep if enemy team is pushing up, else you might have problems holding cram for long :P

        Its also interesting for me, reading other opinion :P

        Attacking with 1 shark is weird lol :P
        Last edited by schope; 11-03-2004, 04:18 AM.
        8:I Hate Cookies> a gota dágua foi quando falei q eu tinha 38 anos e estava apaixonado por uma garota, mas a família dela n deixava agente namorar
        8:I Hate Cookies> aí quando todo mundo me apoiou falando q o amor supera tudo, falei q a garota tinha 12 anos
        8:I Hate Cookies> aí todos mudaram repentinamente de opinião falando q eu era um pedófilo
        8:AnImoL> esses amigos falsos
        8:SCHOPE NORRIS> o amor supera tudo. da até pra esperar a puberdade
        8:I Hate Cookies> sim... fiquei desiludido schope...

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        • #49
          When solo sharking, it's much easier to defend the cram than attack. It's not entirely obvious why but try and and you'll see. It shows that the shark is just as important attacking as it is defending and the difference is being entrenched at the top of the entrance.

          It does require the other ships stepping up to defend the cram during the respawn (or giving up a little distance) but this can be done with: 1) bursts 2) a jav bomb 3) spids that recharge more behind the shark while it's alive.

          But again, I think this is cool because defending the cram becomes more of a team effort rather than depending on the sharks as much.

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          • #50
            The terr will have to have more skill again. Specially when enm has a jav, because when the shark dies its easier for the jav to lob a bomb in so the terr has to stay safer.
            Maybe God was the first suicide bomber and the Big Bang was his moment of Glory.

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