ARC and Drifter hard limits

paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
I think there should be a hard cap on how many ARCs and Drifters can be up at once. Marines are able to turtle in their base for ages and build 10+ ARCs and then just roll them out to the nearest hive and even if all the aliens attacked them at once they wouldn't be able to destroy them before they took out everything. I don't know what the limit would be, maybe 5, 7? I don't know.

Also i've seen a few alien commanders build about 35 drifters and it causes the servers to lag really badly, this is really common sense not to build so many but because it's possible means that some people are going to do it. I think 10 "non built" drifters at a time is a good limit.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I've asked about this on the livestream and Flayra responded that they would only do a hard cap if there are no other better methods.

    I'd like to try out a 3 Drifter per Hive system, where up to 3 would auto-spawn like Eggs, and any additional Drifters would be costly to produce, using Energy again for example (so likely used for emergencies only).

    For ARCs, something like "Robotics Factory requires a Tech Point to build" could help. Comm.'s only ever build 2+ RFs to spam ARCs, so this change would "limit" the ARC spam to a single RF in most games; although, this would require Marines to expand to a Tech Point to access Sentries, which is not a bad thing IMO (we already see mini-bases away from base w/ PGs)
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    What about 5 ARCs per tech point? you need a chair on the tech point to get another +5 arcs, so two chairs down gives you 10, 3 - 15 etc
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    There's no tech points anymore though, implementing a mechanic like that just for ARcs would be confusing. I think they should just address ARCtrains in a different way to be honest. I do like the idea of hydras being hardcapped per gorge and tied to number of hives. Though I think they should still cost like 5 p.res each instead of being free, like UWE is considering.

    Only reason you see drifterspam lategame is because comm has nothing better to do and t.res to waste anyway, i.e this should automatically be resolved when the Khamm feature gets finalised. (With more t.res and hopefully also p.res sinks for the khamm)
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    As I've stated somewhere I'm all for 1 ARC per robotics factory, in their current state one arc is already powerful enough to kill all alien buildings but the hive easily.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited April 2012
    Had two games in a row where Marines just spammed Arcs and there's nothing aliens can do about it.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->As I've stated somewhere I'm all for 1 ARC per robotics factory<!--QuoteEnd--></div><!--QuoteEEnd-->

    This, and make the structure more expensive so they can't spam 10 of them to steam roll everything.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    making the structure more expensive will hurt Turrets aswell, which people already don't really bother building. I also think 1 arc per factory is a bit too much of a nerf.

    I don't know how 1000 Hive Armor affects how much damage it takes, but with 4000 HP it will take 4.44 hits from an ARC to die, so 5 shots. that's 50 seconds with 1 ARC, if the marines roll in with 5 ARCs the Hive will be dead before the aliens can even take down a single ARC. is it possible they do too much damage? they already destroy non-hive buildings in 1 (or 2?) shots, and that much destructive power for 10 res seems way overpowered. you can take out say, 10 Hydras which cost some gorges a combined 100 res, using a 10 res ARC, does this seem fair?
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    edited April 2012
    Balancing out the ARC HP/AP will greatly help Aliens to counter an ARC rush. I've already made a thread about it in the internal forums with some numbers. Hopefully when the devs get back from PAX they can look at it.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    They initially buffed Arc survivability to counter the Gorge version of bilebomb, right? Since then the gorge-bile bomb has been removed and the weaker lerk version replaced it. You can't buff lerk bile bomb because the Lerk is the fastest harass unit, it wouldn't be balanced... so I don't really think the current Arc survivability is justified considering the current state of bile bomb, the recently nerfed Smash, and their recent cost reduction to 10tres down from 20.


    so...nerf arc survivability?
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    on the subject of ARCs, it would be great if the commander could see the range of them indicated by a radius circle around them or something (if there already is I haven't noticed it)
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    *sigh*, just played another game where marines turtled in their base with a turret farm for half an hour until they build 15 arcs and just steamrolled 3 hives, 2 of them went down with zero marines present because we killed them all, who needs marines when you have a massive ARC train? broken as hell. needs to be a limit.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    The problem lies in costs and arcs hp. This will probably be adjusted.

    At that point your team deserves to lose if you allow the marine team to mass up to many arcs.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1923047:date=Apr 8 2012, 12:06 AM:name=Grissi)--><div class='quotetop'>QUOTE (Grissi @ Apr 8 2012, 12:06 AM) <a href="index.php?act=findpost&pid=1923047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem lies in costs and arcs hp. This will probably be adjusted.

    At that point your team deserves to lose if you allow the marine team to mass up to many arcs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why would the marine team not deserve to lose for sitting in one base?
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited April 2012
    Why would the alien team deserve to win if they cant manage to make a single organized attack to finish it, having 3 hives etc?

    If sitting in the base with sentrys was any effective at all ppl would do it in scrims or tournaments...

    Nobody does it, since it only works against teams without teamwork. (especially after the 1 hive lifeforms)
  • Gorge CostanzaGorge Costanza Join Date: 2012-03-16 Member: 148861Members, Reinforced - Supporter
    <!--quoteo(post=1923091:date=Apr 8 2012, 02:32 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Apr 8 2012, 02:32 AM) <a href="index.php?act=findpost&pid=1923091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why would the alien team deserve to win if they cant manage to make a single organized attack to finish it, having 3 hives etc?

    If sitting in the base with sentrys was any effective at all ppl would do it in scrims or tournaments...

    Nobody does it, since it only works against teams without teamwork. (especially after the 1 hive lifeforms)<!--QuoteEnd--></div><!--QuoteEEnd-->

    90% of NS2 games played are going to be pub games involving mediocre (not great) levels of teamwork. Turret/armory farms + grenade spam + monster lag due to the previous two make some marine encampments REALLY hard to destroy without some amazing Lerks/Onos skill and coordination.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited April 2012
    <!--quoteo(post=1923091:date=Apr 8 2012, 05:32 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Apr 8 2012, 05:32 AM) <a href="index.php?act=findpost&pid=1923091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why would the alien team deserve to win if they cant manage to make a single organized attack to finish it, having 3 hives etc?

    If sitting in the base with sentrys was any effective at all ppl would do it in scrims or tournaments...

    Nobody does it, since it only works against teams without teamwork. (especially after the 1 hive lifeforms)<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could hardly say that ARCs take any teamwork either. In fact, I have to rate it as the most skill-less based unit in the game. And was seriously disappointed they when brought it over from NS1. A better alternative to ARCs would have been an immobile siege cannons (tripods, just like the sentries) that requires a nearby robo factory to function.

    It's current implementation needs to have more restrictions such has being unable to traverse over infestation or unable to go into siege mode while on infestation to eliminate the Marine commander from being able to just rolling 10 ARCs straight up to the hive. Restricting it to 2(or 1) ARCs per Robo factory is another good step as well as reducing their armor/health.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I don't like hard limits, but if they are implemented I think they should be bound to current players rather than a set number.

    Arcs become a serious issue in smaller games, its just impossible to kill an arc rush in a 5v5. The arcs make the aliens outnumbered massively.

    Same with drifters, the alien comm doesn't need help to build, so in small games the drifters allow for much faster deployment compared to the marines.
Sign In or Register to comment.