The never ending game
RiCexEaTeR
Join Date: 2010-05-10 Member: 71700Members, Reinforced - Shadow
<div class="IPBDescription">game time was nearly 1hr 45min</div>Problem
Way too many turrets and crap in the way
<a href="https://docs.google.com/open?id=0B-OgiHoeNJSUVE5GRVFJbThUeGE0ODE0OHdnMld6Zw" target="_blank">A screen shot of this game</a>
Solution: Arc type ability for aliens.
Way too many turrets and crap in the way
<a href="https://docs.google.com/open?id=0B-OgiHoeNJSUVE5GRVFJbThUeGE0ODE0OHdnMld6Zw" target="_blank">A screen shot of this game</a>
Solution: Arc type ability for aliens.
Comments
Indeed.
We had 2 Onos and 2 Gorge and 1 Fade. They took out the Main HQ within seconds against 7 marines. ( endgame almost 50min )
They had 10+ armories surrounding the power node with 6+ sentries in front and lots of flamethrowers all around.
Makes me wish there was a voting option for starting a new round when one team has clearly won and the game is simply being dragged on.
Bile Bomb is coming back, in dive bomb fashion, with DoT on the Lerk.
I think it'll be better than it was on the gorge.
Remember people, Bile bomb in NS1 used to be on the Fade, the Lerk and then Gorge.
Changes are usually for the better.
Yeah, but I haven't seen one single lerk flying in a base with > 3 sentries and get out of it alive.
The gorge could have bombed the sentries out of cover. The lerk have to fly in and get shot by the sentries AND the marines.
I think it'll be better than it was on the gorge.
Remember people, Bile bomb in NS1 used to be on the Fade, the Lerk and then Gorge.
Changes are usually for the better.<!--QuoteEnd--></div><!--QuoteEEnd-->
There was a good reason why it went from fade-lerk-gorge in ns1. There was allot of trial and error and in the end they found the perfect place for it. that comment makes it sounds that all the work that went into ns1 does not matter and should be ignored.
About the lerk bilebomb, even if the damage is increased it would not have changed anything in the situations above. Lerks can't attack turrets when marines are around, they will simply be picked off. 1 Decent marine can already take a lerk down with reletive ease.
If lerks are going to keep bilebomb then aliens need a ability to get them close enough to use bilebomb. Also they will need something to survive long enough to use 3-4 biles before running away.
About the lerk bilebomb, even if the damage is increased it would not have changed anything in the situations above. Lerks can't attack turrets when marines are around, they will simply be picked off. 1 Decent marine can already take a lerk down with reletive ease.
If lerks are going to keep bilebomb then aliens need a ability to get them close enough to use bilebomb. Also they will need something to survive long enough to use 3-4 biles before running away.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not saying it'll be perfect or even good at first. But this is a new game, things will change, for better or for worse but I have confidence that UWE will make a great game in the end and I'm sure they'll update it with balance changes and etc. long after release.
I do agree that for 30 res the Lerk is way too fragile. I hope that bile bomb makes the Lerk more worthwhile but its a beta.
I do prefer the bile bomb stays with the gorge but I think the bilebomb going to lerk is neat and something worth exploring.
Also the game only ended because everyone crashed, we held out for 30+ minuets with onos coming in.
I would have put up more armory walls but I couldn't actually build any more buildings.
QFT.
Well, I concluded it's too risky as onos would have to be easily obtainable this way, so far it's locked to techlevel 3 (= 3 hives) and costs too much res.
If they releasy the lock, uwe has to make it weaker again. It's not like it's strong right now to begin with, but NSo's last onos was a paper tiger, afraid off water pistols.
Turret > all alien lifeforms/structures
and max turrets per robotfactory = 10
This will address the server tick rate going down with turret spam too.
Introducing max hydras per hive = 20
<a href="http://www.google.com.tr/url?source=imglanding&ct=img&q=http://informaticasimples.net/wp-content/uploads/2012/02/9gag-face-9.png&sa=X&ei=ANBpT8mYOoTntQbRhNHiBw&ved=0CAkQ8wc4qwE&usg=AFQjCNETNrjHr05x6OdCLAw7vKCOlCgQgA" target="_blank">Get Real</a>
If you let marines to gather enough resource to build 10 turrets(plus weapons and upgrades), well thats alien teams problem.
Introducing max hydras per hive = 20
<a href="http://www.google.com.tr/url?source=imglanding&ct=img&q=http://informaticasimples.net/wp-content/uploads/2012/02/9gag-face-9.png&sa=X&ei=ANBpT8mYOoTntQbRhNHiBw&ved=0CAkQ8wc4qwE&usg=AFQjCNETNrjHr05x6OdCLAw7vKCOlCgQgA" target="_blank">Get Real</a>
If you let marines to gather enough resource to build 10 turrets(plus weapons and upgrades), well thats alien teams problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, its my problem. Because I can't play on a server with a tick rate < 10 only because of turret spam.
Plus, you forgot noob commanders, who spam turrets because its cool. Not because they have enough res to do so.
And the hydra cap should be in too, yes.
Lets limit onos, 1 or 2 for alien team and 2 fades 1 gorge, then lets limit turrets and hydras maybe. Of course for a limited time, till ns2 runs perfectly stable(from a server viewpoint).
Don't think you are the only one who play this game for more than 2 hours. I sure can distinguish my normal lag because of missing optimization and an increased lag because of turret spam.
And it's not a solution for a obvious broken game mechanic (= endless game because of turret spam) to simply say: "You have to play better, so that can't happen." This is a beta for a reason. Such problems have to be addressed and need ideas for solutions. Not pointless statements of how much res you can grant the marines as aliens, so this can't happen.
I can agree that aliens need again a proper way to dispose of turrets now that we have a ###### lerk bile bomb (gorge bille bomb was perfect for that purpose!), but still I think it should have been possible to win that game somehow. Eg, taking down the turrets as onos? 3 Hits, with 3 onos that's instant, then retreat, heal up, kill the next turrets repeat until it's semi-safe to go there.
I don't think imposing a limit per room is a good idea. Also how would it work? There are small and large rooms, there are rooms that are easy to cover with a turret and others are hard to due to lots of obstatcles.
Should be able to do it with 3 onos, or 2 onos with the rest of the team supporting.
Also losing a onos to f.e. kill the AA/Armslab if marine turtle is also a good tradeoff. Drifters with flare can blind a whole rineteam and theyr com for several secs.
I know it sounds silly but drifters with flar can do a great job, get 5 or so in flare, and all aliens go for CC, while the marines, commander included if you have luck, have to stare at a white screen.
The worst part about this is that marines can do this in a 2 hive vs 2 marine techpoint situation and totally lock aliens off from winning with sentry spam due to no midgame counter.
The worst part about this is that marines can do this in a 2 hive vs 2 marine techpoint situation and totally lock aliens off from winning with sentry spam due to no midgame counter.<!--QuoteEnd--></div><!--QuoteEEnd-->
I did look, they have a passage from both sides. The west one might be a bit harder to get through since the onos would have to run in a line, but the marines still couldn't deal nearly enough damage before the CC would be dead. From the east side they could just run in without any problems, there's this thing called the jump key that would clear all those turrets easily :). There is absolutely nothing blocking the CC, only the power node is blocked off.