building Resource Tower Handicap for aliens?

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited December 2010 in NS2 General Discussion
I am right or can the Marines like build everywhere a resource tower on a node and aliens have to use the shift aliens?
Isn't this a bit unfair?
Whats the problem with allow the gorge building resource tower too?
Okay on the marine site the marines have to build it by pressing use but i can't understand why UWE remove the ability from the gorge...

Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    please refer to the other threads talking about building.

    That beeing said, NS2 is far from complete and the gorge did not get his final role now.
    And no, it is not unfair and seems to work out quite well currently.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Use the shift aliens? What do you mean? There is no alien called shift...

    Aliens and marines build resource towers in the same places, and they are both placed by commanders. Gorges can help speed up construction speed by using heal. Marines speed up construction speed by welding.

    Res towers give aliens more resources, how is that a handicap?
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Gorge can +use on any alien structure during construction to accelerate growth (heal spray as of Beta Build 159 appears to NOT aid in speeding construction, due to fix for buildings at 0% to 100%).

    An Extractor or Harvester will always occupy a Resource Node, they just construct differently. MACs and/or Marines are needed to construct Extractors, while Harvesters automatically grow but sacrifices a Drifter (50 energy down the drain).
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    What he's saying is that the drifters have to move to a point before they build, and that the marines can build anywhere because of the comms ability to drop buildings.

    Not true, as such. The commander can only place buildings directly if a structure/unit/build bot is in view of the tech/res node.

    If it is in the fog, the commander also has to send out a build bot to build it.

    You forget that aliens can travel at speed around the whole map in relative safety, compared to marines who are limited to the X axis until they can access jet packs.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1816409:date=Dec 16 2010, 09:04 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 16 2010, 09:04 AM) <a href="index.php?act=findpost&pid=1816409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens and marines build resource towers in the same places, and they are both placed by commanders. Gorges can help speed up construction speed by using heal. Marines speed up construction speed by welding.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marines press use. No welders required.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Alien harvesters construct faster and do so by themselves. Not to mention they have to sacrifice a drifter. I think it's balanced.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited December 2010
    Alien buildings are actually generally stronger than marine counterparts, they can be placed anywhere, marines need power, they build themsevles, marines need to build their structures, they regenerate health, marines need a MAC to fix things, and they are generally tougher, whips are highly resiliant and crags can heal quickly, whereas all aliens have functional anti building weapons from the get go, so marine structures die comparatively easily.

    Their only weakness is really that you need a drifter for every building, so they would end up being more expensive.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    powernodes is a good answer!
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1816502:date=Dec 17 2010, 06:48 AM:name=derWalter)--><div class='quotetop'>QUOTE (derWalter @ Dec 17 2010, 06:48 AM) <a href="index.php?act=findpost&pid=1816502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->powernodes is a good answer!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bingo. Ahh the joys of sending your marines into West Access, all amped up to take the res node, only to find the power out. Asymmetrical balance ;)
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited December 2010
    Aliens:
    Have to build drifter (not shift -.- ) to build a building and if a alien commander do that, the drifter is lost (cost 10 res? + building cost)
    So the only way a alien can build is losing his very expensive unit.

    Marines:
    Commander can build everywhere (except IPs and Command Console)!
    Which means every marine can build everywhere (included CC and Ips.)
    Which means no MAC is lost (save a lot of money and 3 MACs are way faster)
    MACs can easy run away from aliens, drifters have no chance...again handicap.
    Why not let MACs walk like mobilesiege cannon?

    So aliens get a handicap.
    Powernodes are fast repaired and not a big deal, not compared to lost a expensive unit for just a very easy "killable" whip.

    But ok we will see if the game one day come to final release ^^
    Its not done at all, i hope they let the gorge build rts or something, which even the handicap from beta.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    drifters, like macs, cost hive/cc energy and not carbon or plasma, even if the tooltip states otherwise.
    However since the drifter is consumed by building a structure, they are cheaper (30 Energy) than the marine counterpart (50 Energy)
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    Unfair ? Lets discuss unfair here...

    Ok, aliens self heal ...get area heal from crags , heal spray from gorges and area heals from hives VS Medpack spam ( if the comm likes you ) or FACE and LOOK at the armory , with your back turned to the enemy.

    Ok... aliens energy which powers thier attacks and abilities replenishes over time VS marines and ammo packs which require quiet long reload times ( Ever tried standing toe to toe with a lerk shooting SMG spikes ? You will be changing mags long before that lerk runs out of energy and lerk spike do much more damage...or have a tighter spread, either way you will lose ).

    Aliens can heal thier structures using the same heals that heal the lifeforms, Marines require a delicate MAC to heal thier stuff .

    Aliens can use vents to hide in and attack from with relative safety VS Marines ability to close off doors ...except there will always be a way in for the aliens.

    Oh yeah , aliens have it bad... :P
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