Make infantry portals and (if developed) phase gates dangerous.
louis cardinal
Join Date: 2010-12-14 Member: 75664Members
currently theres some complains on spawn camping with skulks/other lifeforms camping at the IPs while the entire team is dead, i think it would be better and can demote the cheapness of this tactic if we made IP's and PG's able to kill just like it used to in ns1, this way if any alien stands on the IPs they will get teleported into, and physically they will die as they will have a marine inside of them/through them, this is terminal, they instantly die.
what do you guys think?
what do you guys think?
Comments
It would make more sense to just electrify the IP, although I don't think either would stop camping, I can sit a short distance away from it and rush forward faster than the marines can react.
Or you could make sentries good and practical to cover IPs.
Or you could find something better to spawn people than a really obvious and flimsy spawn point which has to be placed next to the really obvious and glowing and critical blue floor tile with box on top.
Sentries are support not tools for ultimate base defence crap some people do in other singleplayers.
i think its fair and ill call this thread finished.
Now it depends on the first players to build an IP to spawn the other teammates.
I mean, why have all those mandatory player_start entities (16) in the Marine Start if only one is going to be used. So it seems obvious it is a bug... Beacon does use them as well, I guess...
i think its fair and ill call this thread finished.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes it's 'realistic' that the magical wall-adhesive alien dogs kill the conveniently underequipped space marines as they defy physics and teleport from what is presumably a giant room entirely full of soldiers who aren't doing anything at the moment.
Your reality must be an interesting place.
The way i see it, keep your base defended. People laugh when someone complains about marines spawncamping aliens, but the other way around should be prevented? Grow up, place more ips, use b(e)acon.
LOL, i was just wondering when someone would bring that up. Oh wait....now look what you did....alien beacon?.....lmao, nm.
Honestly though, the problem would be resolved if the alien you just killed wasn't back in your face in 15 seconds flat. Lets all say it together, Bigger maps please. :P
Also:
<!--quoteo(post=1815944:date=Dec 14 2010, 07:18 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Dec 14 2010, 07:18 PM) <a href="index.php?act=findpost&pid=1815944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly though, the problem would be resolved if the alien you just killed wasn't back in your face in 15 seconds flat. Lets all say it together, Bigger maps please. :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Bigger maps please ^^.
Also, make phase gates dangerous? Wtf? No. Just <b>no</b>. Let's not make the marines overpowered. Terrible idea.
If you keep clear of the tram, where everything goes black randomly :P
Alright, 5s spawn protection max with it being disabled sooner if the marine fires his weapon. The IP/egg camping is a problem in B159 and needs some solution.
Hey good idea; some sort of invulnerability for a few seconds would be cool.
How about this... We make the ips 10x harder to kill, like greater then or equal to the health of a powernode. Or some sort of an electrical defense mechanism to zap skulks off.
With a game start timer (30 seconds?) once the minimum player numbers are met plus some limited late game join for new players, both of which I think are in planning, the insta rush will be less of an issue.
This should fix those early game baserape happenings. And for spawning back in, usually once you got a1 you survive about 3 bites from a skulk which should be well enough time to jump off the IP and get some shots into the skulks face. Or just get Translocator beacons on your IPs so whole squads spawn back in.
Edit: fixed bad english O_o , quoted progress page
* Eggs should scatter slime everywhere so the alien within is not good to see / takes less damage
* refining my IP idea from above, the ip could generate an inversed gravity effect, effectively pushing away enemies.
of course, something like an onos is not pushed as far as a skulk or gorge. and it pushes away buildings, especially hydras - but not DI.
EDIT: Marines need to spawn with at least one IP by default or allow late join reinforcements when there are no IPs build (meaning they phase in until an IP is build, if that is destroyed, they're sitting in the queu with their thumbs up their cracks).
However, I'm of the opinion that spawn camping is a legitimate tactic.
Generally, killing marines as they spawn comes with biting IP's. Otherwise, they, you know, kill you instead.
Base rushing is legitimate. Spawn camping without killing the production building is also legitimate and just as legitimate. It's no exploit, it can be averted, and it can be thwarted while its happening (counter attack for a base race works sometimes). If someone is getting spawncamped, either they failed or their team failed to keep enemies out of their base. In a war game, letting enemies run free in your base is punishable by losing the game.
Spawncamping just sucks in NS because every soldier has a person playing it. We must consider this. So a spawn protection of 1-2 seconds would be nice. That's enough for players to realize they have spawned and get their bearings enough for combat. Anything more is too much in my subjective opinion.
If something is stupid you change the game to get rid of it.
Personally I would suggest getting something better than an IP as a spawn point, or at the very least giving marines an actual method of keeping aliens out of the base, it's quite hard when they can just run or teleport past your sentries.
Suggestion: When a marine spawns in the infantry portal, there is a slight knockback/disorient effect on nearby units as a result of the micro shockwave of the compressed air accelerating out of the marine's volumetric footprint. Skulks will then watch for spawning marines, as it will be more effective to back up and avoid the shockwave and lunge back in for the newly spawned marine than to be knocked back and stunned.
If something is stupid you change the game to get rid of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I totally agree. The game works incorrectly right now.
<!--quoteo(post=1816720:date=Dec 17 2010, 05:44 AM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Dec 17 2010, 05:44 AM) <a href="index.php?act=findpost&pid=1816720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
Spawncamping just sucks in NS because every soldier has a person playing it. We must consider this. So a spawn protection of 1-2 seconds would be nice. That's enough for players to realize they have spawned and get their bearings enough for combat. Anything more is too much in my subjective opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
For aliens getting camped, having a lot of eggs at the hives would effectively make spawncamping very hard, as you dont know which one of those eggs actually has alien inside.
seriously do you people even think about these threads when you make tham. yea lets give marines 5 secs of god mode because their team lost. if a skulk is biting on your IP that means your team is losing or your com is bad. either way thats a TEAMWORK issue not a goddamn GAME issue. ffs