Bug: Turrets cost personal plasma not team

PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
I noticed as commander that when I bought a turret, it cost 10 (or 20, I forget) plasma from my own personal amount - not the team's amount.

This mean't I would see 'Turret' as being selectable but it would then say not enough resources (as I only had like 2 plasma in my personal reserve).

There may be other items that are also broken in this way that I have not noticed.

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited December 2010
    <a href="http://www.unknownworlds.com/ns2/news/2010/12/ns2_build_157_released" target="_blank">Not a bug.</a>
    <!--QuoteBegin-"from the changelog"+--><div class='quotetop'>QUOTE ("from the changelog")</div><div class='quotemain'><!--QuoteEBegin--><ul><li>Sentries now cost 20 plasma (Commander) instead of 10 carbon</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    They cost more and are now even worse...

    I was playing as commander on Rockdown today and doing a good job.

    Held marine base, west, and north hive. We were pushing clockwise round the map - and I knew marine base was going to be vulnerable.

    In marine base I had:

    # 6 sentries facing down corridor right
    # 1 sentry facing left
    # 1 sentry facing into base on top of boxes
    # 2 more to cover the spawn area

    10 sentries to cover marine base... still did not stop a Skulk from attacking the most heavily guarded entrance to the base, and eating everything. So we kept pushing clockwise, and they did the same. Big stalemate.

    The two big issues at the moment are ineffective sentry spam/ no easy way to destroy alien structures.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2010
    Aliens move so fast making the spin-up time of sentries nerf them to hard I think. The best defense rule is to put one in each corner facing the center, so that if a lone skulk manages to get behind one the others can turn him into mashed Khaara... Lot's of sentries facing one way makes for a big blind spot :/
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    Yesterday scenario:

    4 sentries on left side, 4 on right. 2 more in the middle. Skulks can dodge leaping. 2 Fades take 2 sentries like nothing.
    Well, if you give the sentries more power then it will become a lock down on marine start.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I don't like that some things cost the commander or cs's energy/plasma rather than the teams. It took me a while to realize that MACs cost 50 energy from the cs rather than team. Mixing and matching team, personal, and structure res is too confusing imo.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    <!--quoteo(post=1813671:date=Dec 5 2010, 04:58 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Dec 5 2010, 04:58 PM) <a href="index.php?act=findpost&pid=1813671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like that some things cost the commander or cs's energy/plasma rather than the teams. It took me a while to realize that MACs cost 50 energy from the cs rather than team. Mixing and matching team, personal, and structure res is too confusing imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed.

    I also had to take a second look as to why I couldn't get a MAC when I first started playing, then noticed the 'energy' counter on the CC itself.

    These need to be separate icons or something. Plus, why do I need to spend my personal amount of resources when it should be the team's.

    Also, there _IS A BUG_ regardless: The UI is showing turrets as available if the team has enough resources, even when the current cost at the moment is to my own resource amount.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1813622:date=Dec 5 2010, 06:07 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 5 2010, 06:07 PM) <a href="index.php?act=findpost&pid=1813622"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens move so fast making the spin-up time of sentries nerf them to hard I think. The best defense rule is to put one in each corner facing the center, so that if a lone skulk manages to get behind one the others can turn him into mashed Khaara... Lot's of sentries facing one way makes for a big blind spot :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that is a nice easy setup... but not really possible at marine start. Ideally you have a situation where 4 would completely cover a room... problem is that the rooms are never square (so you can not have all angles covered) and you can hide behind props.

    It makes sneaking up on sentries far too easy.

    A sentry cap/expensive sentries would actually make them a useful asset if they were made a lot more powerful.

    2 should easily shred any alien that has to make it more than 5 meters until it gets behind them.

    The nice thing about whip + crag set up is that they work well together. You understand them - strategically speaking...

    2 Whips with a crag in the rear (that are mature) will pretty much stop any marine from passing. Any that do try it on will be killed.

    If they are not mature then you can actually get past them with a sprint, which is cool.

    Marines understand this, and so does the alien commander.

    Currently the marine sentry is not useful, and they become spam rather than something 'really cool' that can hammer the alien team if they think they can just run in the front door.

    You end up being really careful with placement... but whatever you do the aliens can always get to them, and there is no penalty - so you end up spamming as many as possible in smart locations. No matter how much you criticise my commanding skills - you should not be able to run at 6 sentries from 10m away and make it past them.

    UWE said they wanted to create lines that are pushed back and forth through the level - this is only really happening for aliens at the moment. As soon as marines have half the map you have to keep running back to take out skulks who have found a safe spot and are taking out your whole base. Or a Lerk in a vent that can take out all your sentries in 2 mins because they can't hit it.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    the sentries are actually much more powerful if you get proper coverage. That means each gun is covered by at least 2 other guns, front and back. The spin up time is longer but the DPS is higher. If you set your turrets up right, it's fairly impenetrable even by a fade.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I too think sentries need some work. As others have said no matter how well you place them there's always a (rather easy) way to get to them as alien, so as a commander you try to make them useful by placing a lot. The easy way out would be to give them back their 360 degree arc, but that would be a step back and I actually like the idea that you need to place them strategically. But if you do so they should actually be a strong defense. And right now they are not. Maybe there should be a way to upgrade them, reduce their reaction time, or increase their damage/hitpoints, or maybe electrify them so a single skulk can't just gnaw them to bits from behind.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1813694:date=Dec 5 2010, 03:39 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 5 2010, 03:39 PM) <a href="index.php?act=findpost&pid=1813694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the sentries are actually much more powerful if you get proper coverage. That means each gun is covered by at least 2 other guns, front and back. The spin up time is longer but the DPS is higher. If you set your turrets up right, it's fairly impenetrable even by a fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I stopped building them because of this. You need 5+ per tech node to have adequate coverage, which leads to terrible lag. I'd rather have a 360 deg, low DPS, high spinup time weapon (like the whip) than the current sentries.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    This is why we need a bug tracker :( forums and getsatisfaction aren't as good.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1813587:date=Dec 5 2010, 06:05 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 5 2010, 06:05 PM) <a href="index.php?act=findpost&pid=1813587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They cost more and are now even worse...

    I was playing as commander on Rockdown today and doing a good job.

    Held marine base, west, and north hive. We were pushing clockwise round the map - and I knew marine base was going to be vulnerable.

    In marine base I had:

    # 6 sentries facing down corridor right
    # 1 sentry facing left
    # 1 sentry facing into base on top of boxes
    # 2 more to cover the spawn area

    10 sentries to cover marine base... still did not stop a Skulk from attacking the most heavily guarded entrance to the base, and eating everything. So we kept pushing clockwise, and they did the same. Big stalemate.

    The two big issues at the moment are ineffective sentry spam/ no easy way to destroy alien structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you place 10 to 1 place in unstable alpha you have already failed, twice.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1813724:date=Dec 5 2010, 09:11 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Dec 5 2010, 09:11 PM) <a href="index.php?act=findpost&pid=1813724"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I stopped building them because of this. You need 5+ per tech node to have adequate coverage, which leads to terrible lag. I'd rather have a 360 deg, low DPS, high spinup time weapon (like the whip) than the current sentries.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah. it takes too much time and res to set up a proper turret farm.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    <!--quoteo(post=1814092:date=Dec 7 2010, 08:30 AM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Dec 7 2010, 08:30 AM) <a href="index.php?act=findpost&pid=1814092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you place 10 to 1 place in unstable alpha you have already failed, twice.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ha, yeah... if it was not for the fact that the server was running fine.

    I think it is something to do with the client, because some games it is incredibly laggy with a few structures. Where as others, you can spam a load and not much changes.

    As a matter of fact, whenever there seems to be server load... at least someone has a bad ping (300+).

    The turrets were not all facing one direction, only 6 of them. The others were covering all over areas.

    Everyone knows it is an impossibility to cover the marine spawn effectively... because you can either hide behind a prop/building or just out of FOV.

    As Lerk you can sit in any base and just take out as many structures as you like before marines get wise.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    All this complication about the NS2 turrets.... I'd be happy to see NS1 turrets come back. As a early deterrent against skulk/lerk/gorge wandering into the bases, they worked fine.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    I agree actually that a simple balance change could be to have the turrets rotate 360* and rotate very quickly (perhaps lvl2 tech they rotate faster? I'm not sure) to make them on the same level as a Whip/Hydra.
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