You Have The Power To End This!

StueStue Join Date: 2002-11-03 Member: 6017Members
<div class="IPBDescription">another Siege Gun rant</div> I just joined a server where aliens were i quite a good position. The marines had Mess Hall but didnt get any further fortunately. So it was quite easy for us to drive them back into their base as we had fades. Then we won the round.

The following round SUDDENLY nobody seemed the want to be alien anymore. It was 7:4. We did our best to secure the nozzles we cud reach. I put alot of effort in building cool constructs of offensive and defensive towers so the nozzles wasnt directly reachable. I was quite proud of it and i thot "well, what the hell, lets do our best and make it hard for them"

But then. 10 minutes after round start the infamous KABOOM sound. Yes it was a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> already...AFTER 10 MINUTES FFS! I saw the turret i just build blow up. Then i blew up. My mood dropped from about +70 to -100 and i instantly quit the game.

Seriously, its pointless to continue the round with 5 players against 7 marines with access to siege turrets. We had about 3 gorges and 2 skulks.

Didnt anyone say siege turrets were "incredibly expensive" and "kinda hard to get"?......10 freakin minutes and the game was already decided. Thats enuff for me.

Sure the teams were uneven, but at least we shud have had a little time to BUILD UP BASES before the huge KABOOM sounds come.

Now i will join the server again in 20 minutes and hope that till then the round is over and we can have a new start.


<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> _______________________________( ======( <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> )====== ) *splat*

Comments

  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    Hmm, 10mins is pretty harsh. I guess if you don't have to worry about base defense since you have 6 marines to play with (vs 2-4 skulks) you can just go expanding with siege guns.
    While i am a fan of siege guns for base DEFENSE, i think they should be removed entirely as an offensive weapon. IE... aliens walling in marines with offense chambers sucks **obscenity** cos they can't get out. Then there's the curse of defense chambers healing the offense chambers all the time. That's where siege guns are useful. Perhaps siege guns would be better if they had to be built near a resource nozzle, or near a command unit, or .. something. Not just "i'll put a turret factory here, upgrade it and build four siege guns - bye bye hive.
  • ReignReign Join Date: 2002-10-27 Member: 1652Members
    I understand fully what you mean. But the thing is that you have to get to the marines before they set up such a base. With enough defensive towers, it's possible to hold back an enemy siege for quite a while. But it is hard and I do really side with you a bit.
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    The range of siege guns shud be reduced. So that they can ruffly reach the towers around the next corner without line of sight. Maybe the damage can be increased then.

    I just want to be able to BUILD A DAMN BASE at the nozzle and not being killed by the siege gun stationed at the NEXT nozzle. They can pratically go from nozzle nozzle JUST BY SIEGE GUNS. Aliens will give up, retreat to the last nozzle, aliens send in 2 clearing marines and bang! Aliens successfully defeated.

    Its plain frustrating.




    [ United states <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> ] [ Atlantic ] [ Europe ] [ Asia ] [ More water ] [ Australia ( ===( <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> )=== ) *gotcha!* ]
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    I know, aliens have to secure their positions. But even with about 7 players on each side you just cant secure EVERY mozzle before the marines get there and build a base. Like i said, they can go from nozzle to nozzle just by siege gunning the next nozzle.

    I find it unfair that the game requires the aliens to bring up PERFECT TEAMWORK while the marines are just bimbos that do what the all-seeying commander tells them.

    There-Is-Something-Wrong!
  • Paladyne-TPFPaladyne-TPF Join Date: 2002-11-08 Member: 7762Members
    edited November 2002
    Well, that's part of your problem right there. You shouldn't have had two gorges, let alone <i>three.</i> That means you had two fewer skulks keeping them bottled up inside their base, and slower resource gain for the gorges. I'm sure those uneven teams helped bring you down as well, but your team wasn't playing smart either; which did more damage is anyone's guess.

    The marines cannot safely build ASCs at all, let alone near your bases, if your skulks are keeping them on their toes constantly. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Frankly raising their price a bit wouldn't hurt in my eyes but never know, because I haven't tried them where they costed more. At the moment I think the team is slightly tossed around because I have heard that sieges are nerfed and that they are too strong and removing them would be mindless. Another thing with raising the price or just by itself would be is when the factory is upgrading the turrets it is supporting go offline. It would be fair because currently there isn't aditional loss other thing 25 resources to upgrading the turret factory.
  • ShawnDShawnD Join Date: 2002-11-09 Member: 7827Members
    edited November 2002
    those siege guns should be taken out of the game, i just quit a server right now because i was so **obscenity** off. i'm an alien and the humans are winning but us aliens have gone to gorilla combat and start ducking around and shooting little pellets at these heavily armored humans with big machine guns. we're in the process of building our second hive but then there is a loud BOOM and the screen says one of the hives is being attacked. i died then spawned next to the hive under attack, it turns out a stupid **obscenity** siege gun is shooting through walls to beat our most important structure and the side it's on is through mazes of tunnel which are hard to get through.

    the humans destroy our hive in a very short time without 1 man setting foot in our respawn room, that's total bs. in the next release, take those friggin pieces of crap out, they make the game not fun. or else give the aliens a gun that shoots through walls as well so now both teams are **obscenity** off equaly.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Well tell me... Were you at the mess hall, or any other close-to-the-marines nozzle, or was it far away? The Mess Hall is close enough to the marines that if they can't take it in the early game, they're way too slow, or using slightly unconventional tactics.
  • NeverNever Join Date: 2002-11-02 Member: 4555Members
    i guess you figure, w/ limited resources a commander can only do so many things at once. if this one chose to focus on the Siege Cannon from the get go, why stop him? it prevented him from doing a lot of other things he could/should have been doing.

    also, having Siege Cannons be defensive only kinda ruins their name. lol. after all, a siege is an attack(like a castle siege).



    but, oh well. peoples fun will always be ruined by SOMETHING in these games. its inevitable. in TFC, its the Snipers and HWs. in CS is the AWP and the Deagle. theres no getting around it. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->


    i still dig the game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> heh
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    i think the price should be raised on the seige

    and/or its ranged decresed HEAVLY
  • Shifty_EyesShifty_Eyes Join Date: 2002-10-31 Member: 1784Members
    "if this one chose to focus on the Siege Cannon from the get go, why stop him? it prevented him from doing a lot of other things he could/should have been doing. "

    GIven it's cost, that isnt setting him back at all. It's like the cost of ONE turret. I think it should cost significantly more, or at least reduced in range. Make it so it needs an Observatory near it to fire.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    actually siege cannons can be pretty easily defected....

    build 2-3 defence chambers... and they pretty much take care of each other and all the chambers around them....

    I once built 2 defence chambers side by side near a marine base, without even properly building them (meaning they're still not active)

    then after like a whole long 15 mins - 20 mins... the defence chambers are still up, taking siege fires.

    the amazing thing is that they're both at full health, even if they're still under attack.

    and once i had a whole set of offence, defence and sensories chambers close to a siege base...

    Wow taht was awesome, those chmabers never went down.

    but if they have 2 siege cannons then... you might have a problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I think siege cannons need to be turned down a little, and I think they should be unable to see hives.
    There would even be a storyline reason for both -- I'm sure there are some restrictions on a technology that creates energy pulses *through walls*. And as for the hive targetting, the manual talks about nano-gridlock, which springs from hivesight/the hive itself. Since the nanogrid is what the siege cannon no doubt uses for targeting, and the hive counters the nanogrid, it shouldn't be able to see the hive at all (then again, it could just aim for the huge gap in the sensor grid, but let's ignore that part <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->)
  • JeebusJeebus Join Date: 2002-11-10 Member: 7967Members
    If siege cannons need a nerf its not in how much damage they do or how far they shoot but in how fast it takes to upgrade the turret factory. if it took longer to upgrade then the aliens have more of a chance to take it out before it comes online. I however believe personally that sieges are fine considering how powerful a fade is (those things give me the jeebies) My thoughts were that aliens were defenetly overpowered in 1.01 but recent games with good commanders have led me to believe that the game is close to being very well balanced.
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