The GL Spam is still not fixed.
Xaragoth
Join Date: 2012-08-03 Member: 154720Members
Seriously. Marine Bunkering with GLs, stalling a game for hours on end, killing lower lifeforms in one go and even making it hard for a Onos push.
We had this stuff a year ago and we still got it. Get a solution going already. For all I care make them blow up their team and Onos stomp Skulks or something. Just get rid of it.
We had this stuff a year ago and we still got it. Get a solution going already. For all I care make them blow up their team and Onos stomp Skulks or something. Just get rid of it.
Comments
Conclusion aginst a turtle the only structure worth dieing for is the chair.
I don't think GL spam is an issue.
And no @#$% you go for onos and rush the powernode, everyone knows that, but sometimes marines good too and can will still defend. It's uncanny how often and long marines turtle on the last point despite these commonly known strategies.
I honestly don't see GL Spam being a problem - but if it is, then just have a limit instead of opening loop holes for griefing.
Actually with the powernodes a good idea is usually to get all the onoses to keep marines busy while everyone else focuses the powernode. Whenever I have been in a team that does this, it has never failed. 2 or 3 Onoses with carapace is more than enough to keep marines busy while busting the powernode.
Um since i was the one discussing people rushing power node i assume you were addressing that commment to me. READ MY STATEMENT AGAIN!!! Attacking the powernode does not end a game it temporarily handicapped the rines and most likely will result in the death of your higher lifeforms thereby forcing you to a lower lifeform to continue to be slaughtered. Trading high level lifeforms for a power node is why rines are successful at turtling. THE ONLY and i stress the word ONLY structure worth losing a 75 res lifeform for is a structure that ends the game!!
Again If the rines are turtling 3 onos 90% of the time can destroy a CC before they are all killed. 100% of the time 5 onos will kill the CC before they are all killed. I stress the fact that this is a suicide mission that onos will most likely die but not all of them at least not until the game is won....
The only time a rine team can do enough DPS to kill 3 onos before 3 onos can kill a CC is if A) the onos get distracted and attack players or other sturctures B) the rines have a handful of EXO left over hiding in the corner... In the case of A) Get your act together. In the case of B) wait 1-2 minutes and drop 2 more onos eggs.... 5-6 onos will be able to soak that damage....
I suggest it being that Gorge can place down 25 Hydras without costing anything, or maybe 20, 20 or 25 seems fair.
I suggest it being that Gorge can place down 25 Hydras without costing anything, or maybe 20, 20 or 25 seems fair.<!--QuoteEnd--></div><!--QuoteEEnd-->
They do have something to spam. Their called Skulks.
Which die in 1 Grenade.
The problem with the GL that even somebody who can't aim for ###### will get a massive amount of kills on lower lifeforms with it. All you have to do is fire off grenades in rotation and just reload on the conveniently placed Armory.
Grenade Launchers have been a problem for quite some time, but they went full bogus when Exos were released, because they provide a incredible support blocking most lifeforms from fighting the Exos and can be picked back up by anyone.
There is also the fact that Turtle-Mode for Marines in general is a problem. Ending a Match as Marines with a Exo Push is actually far easier to pull off than trying to end a match as Aliens.
GLs are also vastly superior picks over Flamethrowers in most cases, because they just are more valuable for the money. Aside from minor cleanups and Fade-burning, they are rarely used. If Whips actually did their job right, maybe that would change.
It could be sensible to just prevent GLs from instantly reloading to full on every run-of-the-mill Armory on the field. Limit their ammo a bit more to make sure they can't be spammed constantly like it happens now.
Or maybe it just comes down to poor scaling outside of the tournament team sizes. When you got 6 players, that means 5 on the field and most of their ressources will be used in sensible ways, not to mention the weaponry will be more limited. But when you got 12 or more on each side, the game just goes into a full-on spamfest. One or two GL is manageable. 5 of them are kind of insane. Same goes with Exos/Onos.
So maybe likely we need something to account for the amount of players instead of just a pure nerf to the GL.
Overall something needs to happen, because right now the state of the GL is pretty much a bit too good in all cases, except blowing yourself up by hitting the guy in front of you.
Or we simply give Aliens something of similar value. I'm sure the Marines will not mind that Bilebombs instantly kill them, right? >_>
Really??? Really??? your comparison of skulks to exos is silly..... your right it is easyer to end a match with exos then skulks (yes im aware you used the word alien not skulks but you were discussing low level lifeforms (ie skulks))
I was pointing out that as a lower life form, it's impossible to get near most Exos. This already happened in Beta and it's still true now. This isn't about trying to fight a Exo 1v1 with a Skulk. This is about bigger team fights.
And when I talk about Aliens, I mean a well mixed group of them. But even a standard Marine with only his Assault Rifle can do more to stop a Onos push than the Skulks can do to fight off the Exo Push right now. While the Marine can fire from a distance behind the Exo with little risk to his own life (except when he goes to weld the Exo), Skulks will have to get into the thick of it. If they even get close. Grenade Launchers right now make it very much impossible to properly assist your team in a fight with a Skulk. Hell, even Gorge and to some extend Lerks have a hard time.
Maybe the issue lies deeper than just the GL here, but the GL is right now what is causing the most problems.
no base can hold for more than a few seconds
a matter of organized teamwork
You can also have Fades blink in, or even unroot a bunch of whips and set them up near their entrance during a push.
2 grenades kill a fade.
Fades cant blink anywhere near a marine turtle.