Bile bomb 192 lol

maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
Ok so 1 of two things needs to happen 1 bile bomb needs to be reduced a bit or 2 ops need passive scannning....

5 games today where i got 2 gorges to cloak into rine base with regen. swarm and cara and bile the CC bam down before the becon even finished..

though it is kinda fun.

Comments

  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Yeah, I rushed the marine base as a gorge for the fun of it, and was amazed how much damage bile bomb does to the CC. I got it down to 40% while being shot at. The splash radius is also huge. I killed the armory and the IP and wasn't even aiming for them.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    What are you guys doing in playtests again? :P
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Hehe, we noticed it's pretty overpowered, and we've forwarded it along. We also noticed there were some early unstoppable skulk rushes too.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1896164:date=Jan 20 2012, 04:44 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2012, 04:44 PM) <a href="index.php?act=findpost&pid=1896164"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are you guys doing in playtests again? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    I just want to point out that just because the PTs find a bug or point out a gameplay imbalance to us, it doesn't necessarily mean that UWE are able to fix / deal with it right away (or maybe we have more of a longterm solution to it that we want to apply, rather then a short term fix). So, there are going to be plenty of patches that go out with some large gameplay imbalances, and some obvious bugs, despite the hard work the PTs are doing to find and bring those to our attention.

    --Cory
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    I'm fairly certain that the Observatory structure will eventually have a passive cloaking nullification area-of-effect. This is how it worked in NS1 unless I'm mistaken (it's been awhile for me). This allows the marines to counter cloaking/Shade tech with Observatory tech. Requiring a comm to constantly scan the marine base to reveal cloaked aliens would just be a chore.

    If the aliens can get cloaked gorges into your base, and you don't build an Observatory, then that seems like a valid strategic maneuver. If you can't scout and determine that the aliens have gone with a shade tech rush, then it is the marines failure that leads to gorges killing your CC.

    It may be that Bile bomb still needs to be tweaked for balance, but these cloak rush tactics seem to just point to a failure of marines to use a counter tactic.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    <!--quoteo(post=1896202:date=Jan 20 2012, 07:30 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 20 2012, 07:30 PM) <a href="index.php?act=findpost&pid=1896202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just want to point out that just because the PTs find a bug or point out a gameplay imbalance to us, it doesn't necessarily mean that UWE are able to fix / deal with it right away (or maybe we have more of a longterm solution to it that we want to apply, rather then a short term fix). So, there are going to be plenty of patches that go out with some large gameplay imbalances, and some obvious bugs, despite the hard work the PTs are doing to find and bring those to our attention.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    And thats no problem at all - for now we can easily fix this in lua for servers (until official adjustments hit in the next official patch) :)
    Was just a joke, seems like common sense that something might be overlooked/came to late or just needs to wait until the next patch - especially since patches fly at us like machinegun bullets atm :D
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1896012:date=Jan 20 2012, 03:22 AM:name=maD maX)--><div class='quotetop'>QUOTE (maD maX @ Jan 20 2012, 03:22 AM) <a href="index.php?act=findpost&pid=1896012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5 games today where i got 2 gorges to cloak into rine base with regen. swarm and cara and bile the CC bam down before the becon even finished..

    though it is kinda fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was the comm in a couple of them games, not cool madmax, not cool =(
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    at least you got to be hive2 before you can do this, so there is still a bit of leeway for marines :p
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1896222:date=Jan 21 2012, 06:33 AM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Jan 21 2012, 06:33 AM) <a href="index.php?act=findpost&pid=1896222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm fairly certain that the Observatory structure will eventually have a passive cloaking nullification area-of-effect. This is how it worked in NS1 unless I'm mistaken (it's been awhile for me).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Im quite sure it actually does this now! Atleast i've noticed it do this in game but dont recall seeing the change on the patch notes.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1896166:date=Jan 20 2012, 06:00 PM:name=acid_rain)--><div class='quotetop'>QUOTE (acid_rain @ Jan 20 2012, 06:00 PM) <a href="index.php?act=findpost&pid=1896166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hehe, we noticed it's pretty overpowered, and we've forwarded it along. We also noticed there were some early unstoppable skulk rushes too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Skulk rushes is mostly due to <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115904" target="_blank">random spawns</a>
    And the CC health nerf.
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    edited January 2012
    <!--quoteo(post=1896393:date=Jan 21 2012, 04:27 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 21 2012, 04:27 PM) <a href="index.php?act=findpost&pid=1896393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk rushes is mostly due to <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115904" target="_blank">random spawns</a>
    And the CC health nerf.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think there more reasons for the skulk rush. Just think about the rushes we pulled out in the static summit gather rounds we played coupel of days ago. We rushed from Atrium to Sub, with 4 skulks and Gorge and lost only 1-2 skulks and that happened while we had already destroyed the ip.

    You could say it was because of the unfair teams but the fact is that this works pretty much everytime and we have seen it so many times in team games between game before the CC health nerf and random spawns.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    Every time I see a 'skulk rush' succeed it's because the marines were playing like morons (3 people building an armory with nobody covering, that kind of thing).

    Can someone show me that this isn't the case?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    most common skulk rush scenario i've experienced:

    one rine or comm in base building, the rest split off into teams wandering throughout the map before an IP is even built, and then <i><b>bam</b></i> - four skulks in and unguarded base ripping everything apart.

    a viable solution: start with an ip and make vents in bases weldable - this will force a skulk rush encounter to meet with one of those wandering teams.
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    I think if you can't build an IP you shouldn't be able to play.. I don't know why it's even a complaint.. especially in a thread about bile bomb...

    But think about it if you played like CoD or CS and the rule of a server was "before you are able to access your weaponry you MUST enter this code: 867383 (into some console) and it randomized each time.. you would have no goddamn choice.. the same goes for NS.. if you want to respawn you better build your IP or I think you SHOULD lose.. it's the first task, always has been, always will be.....
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1896012:date=Jan 19 2012, 10:22 PM:name=maD maX)--><div class='quotetop'>QUOTE (maD maX @ Jan 19 2012, 10:22 PM) <a href="index.php?act=findpost&pid=1896012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok so 1 of two things needs to happen 1 bile bomb needs to be reduced a bit or 2 ops need passive scannning....

    5 games today where i got 2 gorges to cloak into rine base with regen. swarm and cara and bile the CC bam down before the becon even finished..

    though it is kinda fun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, obs needs to be able to detect nearby cloaked aliens and structures again. Cloaked base rushes could happen at anytime and it would also make forward observatories a worthy resource cost.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1896420:date=Jan 21 2012, 12:38 PM:name=Corpsey)--><div class='quotetop'>QUOTE (Corpsey @ Jan 21 2012, 12:38 PM) <a href="index.php?act=findpost&pid=1896420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think if you can't build an IP you shouldn't be able to play.. I don't know why it's even a complaint.. especially in a thread about bile bomb...<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a valid idea that has popped up in other threads (the thread about random starts).

    Think of it from the new player perspective.
    If 4 new players heard about the game...bought it ...and jumped on an empty server
    the aliens could be winning every time....they could give up

    all because someone did not build an IP.
    Harsh and unobvious and worth discussing.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1896227:date=Jan 20 2012, 11:38 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2012, 11:38 AM) <a href="index.php?act=findpost&pid=1896227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And thats no problem at all - for now we can easily fix this in lua for servers (until official adjustments hit in the next official patch) :)
    Was just a joke, seems like common sense that something might be overlooked/came to late or just needs to wait until the next patch - especially since patches fly at us like machinegun bullets atm :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    Technically, everyone who purchased/playing the beta is a playtester. I personally view the role of the internal playtesters as helping minimize the number of serious bugs, exploits, and crash problems so that the released builds are good enough to sufficiently test balance or other minor bugs.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1896426:date=Jan 21 2012, 06:05 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Jan 21 2012, 06:05 PM) <a href="index.php?act=findpost&pid=1896426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a valid idea that has popped up in other threads (the thread about random starts).

    Think of it from the new player perspective.
    If 4 new players heard about the game...bought it ...and jumped on an empty server
    the aliens could be winning every time....they could give up

    all because someone did not build an IP.
    Harsh and unobvious and worth discussing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Where will you draw the line pandering to the lowest common denominator, base-rushes are a legitimate tactic and shouldn't be thwarted for the sake of the incompetent (whom don't even bother to read up on the most basic of NS-mechanics). It also discourages relocations (or makes them less attractive than they otherwise would be).
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited January 2012
    <!--quoteo(post=1896426:date=Jan 21 2012, 02:05 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Jan 21 2012, 02:05 PM) <a href="index.php?act=findpost&pid=1896426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a valid idea that has popped up in other threads (the thread about random starts).

    Think of it from the new player perspective.
    If 4 new players heard about the game...bought it ...and jumped on an empty server
    the aliens could be winning every time....they could give up

    all because someone did not build an IP.
    Harsh and unobvious and worth discussing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yes if new players join a server and make no effort to learn anything about the game, they might lose that way once. ONCE.

    it's completely normal for these sorts of phases to happen - the only way people will play this game for real is if they are taught that you can't do greedy things like having your whole team scouting or building, with no one left to spot for incoming enemies

    the same is true for aliens, too - it's easy for a whole marine team to walk up and kill a hive if the aliens are all spread out being useless and ignoring their minimap
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    Its 2012 we have ALL played a RTS and a FPS if you have bought the game then for the most part your a lover of NS1 and if not come on it the world we live in of video games no one who is looking at beta Indi games cant figure out how to build an IP
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1896460:date=Jan 22 2012, 04:20 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Jan 22 2012, 04:20 AM) <a href="index.php?act=findpost&pid=1896460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes if new players join a server and make no effort to learn anything about the game, they might lose that way once. ONCE.

    it's completely normal for these sorts of phases to happen - the only way people will play this game for real is if they are taught that you can't do greedy things like having your whole team scouting or building, with no one left to spot for incoming enemies

    the same is true for aliens, too - it's easy for a whole marine team to walk up and kill a hive if the aliens are all spread out being useless and ignoring their minimap<!--QuoteEnd--></div><!--QuoteEEnd-->
    The issue is clarity. Does a new player know they spawn from an infantry portal? Does a new player know they have to hold E on an unbuilt infantry portal to build it? Does a new player know they have to build an infantry portal?

    @player: I didn't realise you were going to be writing the manual for official release. How's the progress so far?
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