۞ GT BEGINS!
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
Edits: As an added bonus you can also watch this video
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wait for it. . .
You can hide them in the giant buckets on Refinery
You can place them above the big ceiling fans
In Vents, on ledges below cliffs, and in map areas that are pitch black
Gorge Tunnels. . . . so. . . good
---
wait for it. . .
You can hide them in the giant buckets on Refinery
You can place them above the big ceiling fans
In Vents, on ledges below cliffs, and in map areas that are pitch black
Gorge Tunnels. . . . so. . . good
Comments
IMO tunnels should never be placeable on rooftops i.e. anywhere that is rendered invisible by Commander view.
I'm not trying to be pessimistic here, I've just found too many locations on every single map where you can put unhittable or near impossible to find tunnels. The screenshot below is probably the worst example I've seen of it yet, but you can do similar things on every map.
I really suggest only being able to place Gorge Tunnels on infestation. This should stop most of the exploitable areas you can place the tunnels, as well as help marines hold a more solid front line. Perhaps they could also act as a connected cyst once spawned, keeping the infestation around them alive, but not actually keeping a cut cyst chain connected. Other changes I could suggest would be:
- Give them less health. At the moment, it takes over three clips of a rifle to kill a Gorge Tunnel. This isn't a harvester, where the Aliens have to come to you, they can just pop out in your face when you're low on ammo or have your axe out, which makes for a pretty easy kill.
- Have some sort of effect or sound to make their location more evident. Right now, tunnels entrances are small, silent, and difficult to find in many locations, such as vents Marines usually ignore.
- Increase the required area surrounding the tunnel in order to create one. I really don't think this fix is necessary, but it would help with a lot of the exploitable areas.
- Somehow set the specific locations tunnels can be created, as so they can only be placed where intended by the developers.
and one other thing:
- Don't let Onos, and maybe Exos, use the tunnels. Sure, there is plenty of headroom for them, but do you really need an Onos teleporting around the map? They are already quite mobile, and Exo's certainly can't use a Phase Gate. I understand the concept of asymmetrical gameplay, but allowing Onos to be all across the map seems like, once people figure the new content out, extremely powerful. Besides, they're far too large to fit in the entrance in the first place. Time will tell, though.
I disagree with most of your points, but I like the idea of having them emit sound when an alien is travelling through
It was intended to build off infestation to open up surprise attacks. Of course, gorge tunnels can be used against aliens as well...
I agree with you, but i think that the build off infestation should take more time to build.
if marines are inside you can just press E and destroy the exit... then press E on the other exit - lolz.
1 entrance destroyed - everyone inside dies.
No, both entrances must die.
Destroy end B - move end B to undesirable location (preferably somewhere they cannot get out of)
Destroy end A - Profit!
Isn't it 30 t.res + 10 p.res for each sphincter + 10 p.res for the gorge ? 30 p.res + 30 t.res = is a lerk + something else researched. They don't seem so cheap to me, but i've yet to see one utilised well
I rarely see marines jump in them now that the hype of the new patch is over
Then again the 50% off sale is now live so who knows
I'm not opposed to them being able to be cloaked by shift but they should not be place-able where marines cannot reach them. at least one end of the tunnel must be touching infestation IMO.