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Official Quake 3 Games Thread, WQ, NS:CO, MBII, Wolf: ET
Jak |
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| QUOTE (CloakBass @ Jun 4 2007, 07:38 PM) | | I also wanted to ask, how useful are the force powers? |
Force powers, well..
If you're playing as a jedi/sith then you almost always should have SOME rank of push. It has a ton of situational uses, such as knocking down opponents, or pushing back grenades/rockets.
Pull never gets used.
Jump comes in handy on maps with multiple levels, but on Lunar base there's not much need to max it.
Sense comes in handy on maps with multiple path ways, such as DotF, but it can also help to see around corners on small maps.
Speed(jedi) helps on any map with an objective, but in combat it really doesn't help you much.
Mind trick(jedi) is good if there are alot of non-sith playing on the other team.
Lightning(sith) is great against non-jedi players, specifically the two handed version.
Force grip(sith) I haven't played with it much, but people tend to go with lightning instead, so I assume this isn't as good.
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AirMan |
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I thought you meant MORAL SUPPORT...
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So apparently we all have Korriban and I just didn't know it. I'm not sure what the problem was before, I guess we'll find out. If mb2_korriban.pk3 isn't in your MBII directory then post as much. We're not using these tonight, but make sure to download them: Cloud City - http://www.megaupload.com/?d=H5KYXPVOCMP 1 and 2 (2 is still in beta and only available in zip form) - http://www.moviebattles.com/files_cmp
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Jak |
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| QUOTE (Nightwing @ Jun 6 2007, 08:34 PM) | | Even if he played the Soldier card! (I wish I could remember the name of that one lamer on one of the official MBII servers that thought he was just God's gift to MBII because he you know, picked a soldier with three lives and simply grenade suicided anyone that knew how to play; and shot anyone that didn't) |
I really don't know why there's such a problem with reinforcements. I guess in some cases it can be cheap, but in alot of cases it's just as fair as any other class.
Soldiers for example get 50 life, three of those are 150 life. One grenade each life, that would be three grenades. Is that really very different than other classes with three grenades and average life? The only difference I can see is that against a jedi you can live again when they get close (jedi close to a gunner is usually instant death), but against gunners it doesn't seem any better than an elite trooper with no reinforcements. Grenade suicide? Grenades aren't strong enough to kill anyone with full health, so I don't see how that makes suicide viable, unless it's for a reloaded grenade.. and there are a ton of classes with three grenades to start with.
Well, I guess they could /kill if someone is hacking the generator and get back to it fast enough to stop them, but apart from that and the jedi advantage, I don't see how this class is that cheap.
Reinforcements on elite troopers and clones might be cheaper, but I'd have to really check out the way the points work out before I pass judgment.
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