Marines in vents
Know pain
Join Date: 2012-09-04 Member: 157674Members
<div class="IPBDescription">UWE bias to marine</div>Why can marines get into almost every vent in NS2? Tram, north tunnel, there was a patch where there was a ladder going straight up but UWE decided that to make it tilted so marines could climb up. Same with the vent between repair and ore, now marines can get it there as well.
I won’t even start on viel.
I won’t even start on viel.
Comments
you can get a few cheap kills on unsuspecting skulks, but you can get the same cheap kills from camping the vent exit...
you can get a few cheap kills on unsuspecting skulks, but you can get the same cheap kills from camping the vent exit...<!--QuoteEnd--></div><!--QuoteEEnd-->
just kinda stupid that they can get in there to ###### skulks lol, does nothing positive for gameplay, skulks should feel sorta safe in vents
This said, I think many rooms are badly missing vents at all. I never understood, that it is problematic to have a vent entrance to the marine base. There are mines and sentries.
I would really love to see the feature of weldable vents back and therefor doubling the amount of vents in the maps. Would at least give the aliens some advantage in map traversal.
Also, not too many have learned the gorge in double (nano) on veil trick yet, which is good, because that's THE most annoying crap that is in the game.
Basically, you go gorge in the vent on veil (I think you have to jump to evolve, lol?) and then you can build a clog ladder to get to the top of it and then bilebomb the power outside of LOS. Same can be done in subsector, but it's a bit more difficult. Jetpacks make this meaningless though, but if jetpacks aren't out, double is going down for sure.
sounds like you all got outplayed by a smart marine who jumped in a vent and caught you by surprise.
where did UWE say that vents are exclusive to alien?
marines move insanely slow through vents, and they don't even need vents because their weapons are just as effective out in the open... pretty much the only reason for marine to use vent is to do the 'unexpected' and catch a single unlucky skulk or a train of dense skulks off guard.
where did UWE say that vents are exclusive to alien?
marines move insanely slow through vents, and they don't even need vents because their weapons are just as effective out in the open... pretty much the only reason for marine to use vent is to do the 'unexpected' and catch a single unlucky skulk or a train of dense skulks off guard.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marine has the absolute advantage in the vent. He merely has to aim at the centre of the vent for a guaranteed kill, the Alien can not dodge or do anything evasive.
Also, not too many have learned the gorge in double (nano) on veil trick yet, which is good, because that's THE most annoying crap that is in the game.
Basically, you go gorge in the vent on veil (I think you have to jump to evolve, lol?) and then you can build a clog ladder to get to the top of it and then bilebomb the power outside of LOS. Same can be done in subsector, but it's a bit more difficult. Jetpacks make this meaningless though, but if jetpacks aren't out, double is going down for sure.<!--QuoteEnd--></div><!--QuoteEEnd-->
or grenade launchers... which is a whole 20 resources from the commander and gives a guaranteed 10 pres kill.
great so it's 5v5.
a marine hops into a vent, now it's 5v4.... go get your team and kill the rest.
a marine hops into a vent, now it's 5v4.... go get your team and kill the rest.<!--QuoteEnd--></div><!--QuoteEEnd-->
? Not many servers are 12 slots (assuming is a 6v6 with comms you are talking about)...most are 16+. So when one marine hops in vent, it's not as dramatic an "advantage" like you are saying...
Grenade launchers don't guarantee that gorge will die. Smart gorges will back off and heal, and you can hit that power node in veil from waaaaay back in the vent. It's pretty stupid imo, but it happened a lot in the beta.
<img src="http://img854.imageshack.us/img854/1064/lookv.jpg" border="0" class="linked-image" />
Why can I climb the walls like a skulk can?
I don't think you have that much space to evade nades, since your clog ladder is more like a clog floor and you won't be able to back enough to go out of range, those vents are quite short (and the launcher can jump over one RT). But something similar can be done in reactor core in summit. I once had marines with armories blocking the entries + phasegates + everyone spamming and our poor aliens could do nothing to break in. Then I start to bilebomb and evenifthey kept on repairing, eventually a distress beacon got activated and the gate/power went down, letting our 3 onii finally smashing their way in.
I NEVER go into certain vents at the start of the game as a result of this lol
i think the 'recommended' number of slots is 12-16... if you choose to have more than that then you should sort out balance on your own.
i mean... 20 slot server seems like it could be viable to derp a marine ball into alien hive and focus it down in 5 seconds. not to mention the performance would be even more terrible for the great number of people who only get 30-40 fps already.
If you can get in the majority of vents with the help of another marine, good, that's a completely different thing. One can go while the other stay on the ground. But being able to climb all those, all by ourself by climbing strange geometry is not a really good game mechanism IMO.
1# West Skylights on Veil. This could be fixed pretty quickly with some collision geometry on the prop under the vent. The issue is with the props own collision geometry allowing the marine to jump up it (the rocks in crevice on summit have the same problem). These issues became glaring with the change of the physics system completely over to PhysX
2# Vent from Onos Bar to Locker Room on Docking. The power node allows a marine to just hop right in and avoid the long trip around through back alley and also allows a relatively safe spot to shoot alien upgrade chambers and the hive.
If you can get in the majority of vents with the help of another marine, good, that's a completely different thing. One can go while the other stay on the ground. But being able to climb all those, all by ourself by climbing strange geometry is not a really good game mechanism IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->
This! We just need some little fixing here
1# West Skylights on Veil. This could be fixed pretty quickly with some collision geometry on the prop under the vent. The issue is with the props own collision geometry allowing the marine to jump up it (the rocks in crevice on summit have the same problem). These issues became glaring with the change of the physics system completely over to PhysX
2# Vent from Onos Bar to Locker Room on Docking. The power node allows a marine to just hop right in and avoid the long trip around through back alley and also allows a relatively safe spot to shoot alien upgrade chambers and the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, those two are really big problems. Especially on Veil as it stands as the most unbalanced map in favor of marines, in Docking though Aliens first hive is rarely (though it happens) in locker room, but when it is, expect big problems from that vent abuse.