ARCs, and their viability.

WildChickenWildChicken Join Date: 2004-08-25 Member: 30891Members, Constellation
edited October 2012 in Ideas and Suggestions
<div class="IPBDescription">Does mapping need to consider siegespots?</div>I've been toying around with ARCs since the cost was reduced, and looking at some of the official maps (and the bread-and-butter of competitive maps, Summit and Veil), it seems to me that ARCs need to be included in the map design process.

Using Summit as an example, there is 1 siege spot for Crossroads and 1 siege spot for Sub that do not require ARCs to practically drive into the hive. Any position where a gorge can realistically bilebomb and retreat to the hive whenever someone starts shooting is not a viable siege location.

If you're in a situation where you need to drive the ARCs into the hive to get any effect, you'll get better results on average just pumping out shotguns with the tres.

Since I like graphics to back up my posts, here is an overview of the closest-range siege spots for all hives on Summit, as well as a close-up of how far into the hive you need to drive ARCs to hit Flight Control:

<img src="http://i.imgur.com/vFHrs.jpg" border="0" class="linked-image" /><img src="http://i.imgur.com/dLISSh.jpg" border="0" class="linked-image" />

If any of you manage to defend those Flight Control ARCs and kill the hive, I'd say you're already overskilled compared to your opponent and would win regardless.

Crossroads and the Computer Lab entrance to Sub are the only 2 I'd consider laying siege to, unless it was a complete stalemate.

You get similar results if you try to siege anything on Veil. Tram and Docking are better, Mineshaft is still a mess.

So the question I want to pose is, do maps need to take ARCs into account? Should there be any changes made to the way ARCs work, or should they just be a situational tool for certain maps?

Edited for clarity. Also, should this be moved to general discussion? I'm too used to being on I&S mostly.

Comments

  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited October 2012
    Mapping does take arcs into consideration, but not in making sure they have ease of access. The only thing mappers concern themselves with generally, is making sure a techpoint cannot be ARC'd from 2 rooms over. I.E when Locker Room techpoint used to be able to be hit from Central Access hallway.

    I would say Flight Control is one of the few rooms in the game that require arcs to enter the same room to hit the techpoint. Usually it's the other way around (that arcs can hit from too far away). At the very least you can hit most techpoints from the adjacent hallway on most maps. Exceptions would be giant rooms like Flight Control, Cargo, Cave. But these techpoints arguably have glaring vulnerabilities to jetpacks, so I think it balances out.


    To argue semantics- ARCs themselves are very different than the siege cannons of NS1, they are mobile, they hit extremely hard and they require no player assistance to do so. In this respect I don't think they deserve that much attention from the mappers to make sure they can be used as the oldschool siege weapons everyone likes to pretend they are :P
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited October 2012
    The only real problem with arc viability was and is scan costs, marine los spotting issues, and inability to recycle arcs. Two arcs with scanning is always more cost efficient than one arc with scanning and so on. UWE is barking up the wrong tree with arc/siege factory costs.

    The consequences of scan tres cost are twofold
    1) Res flow. One arc with scanning is easier to obtain and maintain than building two arcs (even though the overall costs most probably end up for all intents the same). However, to get your res investment to an efficiently viable level due to scan costs, you need to inherently risk alot by spamming arcs. Basically, early/mid game arc plays are huge res investments due to low number of arcs, gorge heal (more scans) and the inability to recycle ARCs (unlike siege turrets)

    2) Opportunity cost. Spamming arcs is many times more expensive than simply researching grenade launchers, which are just as effective if not more as a siege option. So the only rational reason for getting arcs is when you've maxed everything else out.

    Bring scan back to an energy base or decrease scan tres costs, and now we might have viable arc play.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Arcs are a situational tool, in a lot of cases GL's work better and I think the only really valid situations to use them in
    are Attacking Shipping from Logistics or similar situations. (Can you ARC shipping from South Tunnels? That might be a good one...

    Having just watched a game where the Marine commander decided to lose marines the game by spamming ARCs into cargo when our
    team was unable to even get out of Sub Access... I dunno, they are an expensive tool that isn't that good unless you literally have
    nothing else to spend your money on. (The entire team has JP + Gun/Exo) And even then if you are able to afford them in the numbers
    required you are probably already going to win.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited October 2012
    ARCs need a retooling or just be content having them be mostly useless, most of the time. Its either going to be a siege tool like it was intended to be, or its going to stay as the clumsy assault AI it is now

    I say reduce the damage substantially, but double its range. Allow marines to set up shop, and force aliens to react. The damage is low enough that it be countered by gorges with crags...and shades to counter scans and slow down the arc damage.....but it forces aliens to do that or forfeit structures (or of course attack the ARC setup).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    There is a reason why Data and Flight are "drive by Siege Hives" so to speak. The map was designed with Atrium and Sub as the starting areas, those hives are expansion hives and due to the layout of the room having long lines of sight, it needed in hive room siege spots, but yeah... Currently they can spawn there as well and starting areas are more likely to be bunkered down... However the room layouts themselves still requires a closer ranged siege setup location.

    Also maps should indeed be designed with sieges in mind as well, it is basic mapping stuff. Some mappers take these rules less serious, I guess <img src="http://members.home.nl/m.borgman/ns-forum/smileys/rolleyes.gif" border="0" class="linked-image" />
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    ARCs are very effective imo for early Marine pressure.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    And the thing you didn't mention in that post Locklear is: Because as soon as Aliens get Bile Bomb they become almost totally useless.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    edited October 2012
    <!--quoteo(post=1994580:date=Oct 21 2012, 12:59 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Oct 21 2012, 12:59 PM) <a href="index.php?act=findpost&pid=1994580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the thing you didn't mention in that post Locklear is: Because as soon as Aliens get Bile Bomb they become almost totally useless.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pretty sure I've won games against Inversion, 420 and Exertus with my ARC strategy even with Bile Bomb researched.
  • WildChickenWildChicken Join Date: 2004-08-25 Member: 30891Members, Constellation
    Yes Locklear, fighting specific hive spots. You're not going to convince me that you succesfully sieged Atrium, Flight Control, Cargo or Server Room in a comp game without proof.

    ARCs are viable for sure, that's not what this discussion is about. The discussion is about mapping, and how much maps are supposed to allow for ARCs to be viable.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    I think the main purpose of ARCs is not to directly attack Hives, but to destroy and weaken alien defense, as well as upgrade chambers with their powerful AOE damage.

    Late game, ARCs increase Marine firepower tremendously. When ARCs are defended by Marines with GLs, FTs and JPs, Aliens struggle to even approach the ARCs.

    Perhaps Bilebomb is slightly too effective against ARCs. ARC health was already reduced to make them more vulnerable to most alien classes, while BB damage remains very high.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    nah biles work fine against arcs as you said aliens struggle to get near them when defended, they also take more damage when deployed rather undeployed
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I hate arcs full stop I think a corridor shooter that allows one team to shoot throw walls is just stupid, and not needed as aliens just now can't tutle to save them selfs. Don't get me wrong ink cloud can stop arc's (scans) but most comms don't get shade hive until 3rd hive and if you are sitting with 2nd hive and marines went arcs and shotguns you will not even have fades yet never mind the BB there is no way to stop them ,, and that to me seems crazy.

    As for the OP I don't think every tech point should be able to get hit by arc's as what tech point you are planning to attack should determine your approach.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Ink Cloud is actually broken right now..
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Is it broken or is it just not meant to obscure scans by design (just vision)?
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    I assume it's intended to block scans. At the moment you have to use it before a scan happens for it to work, if you use it after the marine commander scans it doesn't cancel it out/stop arcs from firing. So you have to anticipate a scan right now for it to work at all, which is silly.


    A few patches ago it would cancel out scans regardless of timing, which is how I imagine it's intended to work. Just seems buggy now though.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    edited October 2012
    <!--quoteo(post=1994991:date=Oct 22 2012, 10:51 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Oct 22 2012, 10:51 AM) <a href="index.php?act=findpost&pid=1994991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I assume it's intended to block scans. At the moment you have to use it before a scan happens for it to work, if you use it after the marine commander scans it doesn't cancel it out/stop arcs from firing. So you have to anticipate a scan right now for it to work at all, which is silly.


    A few patches ago it would cancel out scans regardless of timing, which is how I imagine it's intended to work. Just seems buggy now though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I noticed this, once you manually target with the ARCs they don't lose the target.

    Pretty much a waste of resource for the Ink..
    And anyways, ARCs are viable on every map. You just have to find sweet spots.

    It's all about how well your Marines can hold while you get about 3-4 volleys off. You can get 3-4 ARCs in about 5m or sometimes less/more. I don't need to prove anything to you, I'm just telling you my experience. Take it or leave it.

    Not every room is perfect on every map but if your Marines are good shots, you should be able to cover the ARCs pretty easily. As long as you don't just drive them stupidly and not coordinate at all, you should be fine. With Bile Bomb you just shoot the Gorges, they are easy kills when they are exposing themselves to do the Bile. As long as you place the ARCs in a location that forces that.

    Server room you basically have to use the Elevator Overlook approach, Cargo just stick them behind the crates, Atrium and FC are pretty easy also. FC is a pretty Marine favored zone and Atrium is easily held from one of the side hallways during the siege.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I think at first it ate existing scans but didn't stop new ones, so the comm just had to scan again. They fixed that so it both ate existing and blocked for the duration. Maybe that's broken again.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I personally like the fact that some tech points are more siege-able than others.

    Truth is ARCs are pretty great, and I like the variety. In NS1, I knew every siege position for every hive, and it was pretty simple to set up shop and take them down.

    The way ARCs are now, they are certainly viable in some situations, but not all of them.

    It keeps variety. If every map has a Cold Turn for each tech point, then we can guarantee ARC strat as a standard.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=1995007:date=Oct 22 2012, 01:17 PM:name=radforChrist)--><div class='quotetop'>QUOTE (radforChrist @ Oct 22 2012, 01:17 PM) <a href="index.php?act=findpost&pid=1995007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally like the fact that some tech points are more siege-able than others.

    Truth is ARCs are pretty great, and I like the variety. In NS1, I knew every siege position for every hive, and it was pretty simple to set up shop and take them down.

    The way ARCs are now, they are certainly viable in some situations, but not all of them.

    It keeps variety. If every map has a Cold Turn for each tech point, then we can guarantee ARC strat as a standard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You just gave me PTSD flashbacks of Cold Turn. Thanks.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    A 20 tres arc should not be an instant 'i win' button vs hives. They are definately viable, the problem ism arines have access to so many hive destroying techs that theres no real need to fall back on it, unlike bilebomb for the aliens its an option not the only option
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    arcs are also not just for taking down hives - they are great for clearing out alien strong hold anywhere on the map.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    100% agree on ink cloud, I think that it should have some sort of passive aggressive stance. So perhaps it activates on the scan once used, so you can see on the ground but not from comm chair.

    Would be cool for sneaky hive drops.
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