۞ GT BEGINS!

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
Edits: As an added bonus you can also watch this video

---

iAaH55i3xvahL.png

wait for it. . .

ikwcl0XG4DkKs.png

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

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    you wouldn't put the end in the hive, that's silly. you'd put up a small shift-base next to the exit.
  • RainyCaturdayRainyCaturday Join Date: 2013-02-19 Member: 183202Members
    edited March 2013
    Yeahh.. I've already seen Gorge Tunnels on roofs and in places where marines would never be able to shoot them unless they have jetpacks.. except that you can get tunnels WAY before jetpacks. Effectively making Tunnels a unkillable Phase Gate

    IMO tunnels should never be placeable on rooftops i.e. anywhere that is rendered invisible by Commander view.
  • PositronPositron Join Date: 2012-09-10 Member: 158969Members, Reinforced - Supporter
    Yeah, Gorge Tunnels in their current state are too exploitable. I like the idea behind them, but as of right now there are far too many places you can sneak them where Marines wouldn't even think to look. Be it inside vents, above covered walkways, inside containers, or on high ledges marines absolutely can not hit without jetpacks, and that's only if they know the tunnel is there in the first place. While this may or may not be game breaking, it certainly isn't fair that, without even spending team res, a single alien can sneak a portal that can almost instantly send anyone on their team behind the marine's front line, in a location where Marines can't even destroy it.

    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.

    3E67A49FFCBE5DAA73294E8F8F65F20F8CF78A69

    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.


  • RainyCaturdayRainyCaturday Join Date: 2013-02-19 Member: 183202Members
    I think your proposed changes are a bit to drastic.. Hiding the tunnels is intentional. Placing them in spots unreachable to marines is probably not. There are only a few areas like this, usually on roofs of buildings.
  • PositronPositron Join Date: 2012-09-10 Member: 158969Members, Reinforced - Supporter
    I never meant to implement every change. Personally, I think just forcing them to be made on infestation would fix most of the problems with placement. But if they are meant to be hidden behind marine lines rather than to resupply the Alien's front, they do have a lot of health. I've simple proposed possible changes, I'm not suggesting we act on all of them. Also, there are enough of these areas on every map to be problematic, and this is just from playing a single map cycle. I'm sure more will pop up over time.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited March 2013
    Wait, they don't have to be on infestation??

    I disagree with most of your points, but I like the idea of having them emit sound when an alien is travelling through
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    I'm surprised that they don't require Infestation.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2013
    It's not unsolvable through map design, mapmakers have just never really had a reason to worry about building in these spots before. I think most of the places where it's an issue are self-explanatory and reasonably fixable. That elevated nook in East Junction for instance was already an obnoxious bile bomb spot when you put a phase anywhere near it.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Allowed not on infestation. I'd believe UWE just missed it. It's not possible to be on purpose.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    BigTracer wrote: »
    Allowed not on infestation. I'd believe UWE just missed it. It's not possible to be on purpose.

    It was intended to build off infestation to open up surprise attacks. Of course, gorge tunnels can be used against aliens as well...
  • hitokirihitokiri Join Date: 2012-12-06 Member: 174315Members
    Obraxis wrote: »
    BigTracer wrote: »
    Allowed not on infestation. I'd believe UWE just missed it. It's not possible to be on purpose.

    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.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    Wheeee wrote: »
    you wouldn't put the end in the hive, that's silly. you'd put up a small shift-base next to the exit.

    if marines are inside you can just press E and destroy the exit... then press E on the other exit - lolz.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    tarquinbb wrote: »
    Wheeee wrote: »
    you wouldn't put the end in the hive, that's silly. you'd put up a small shift-base next to the exit.

    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.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    BigTracer wrote: »
    tarquinbb wrote: »
    Wheeee wrote: »
    you wouldn't put the end in the hive, that's silly. you'd put up a small shift-base next to the exit.

    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.
  • RippsyRippsy Join Date: 2013-01-16 Member: 179921Members
    So, new tactic - wait until marines enter tunnel at end A
    Destroy end B - move end B to undesirable location (preferably somewhere they cannot get out of)
    Destroy end A - Profit!
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I think not requiring infestation is a good thing, it makes gorges more independent. It SHOULD however be more expensive imo, 30 t.res and 10 p.res isn't a big investment for the low-cost alien economy. Moving it to 2 hives is also an option, but it's kind of nice that the alien comm now has some alternative research at 1 hive...
  • RippsyRippsy Join Date: 2013-01-16 Member: 179921Members
    It should definitely stay as 1 hive, else your only mobility is shifts - it'd be nice to see tunnels and Crag occasionally :)
  • WoollySammothWoollySammoth Join Date: 2013-02-14 Member: 183062Members
    Xarius wrote: »
    I think not requiring infestation is a good thing, it makes gorges more independent. It SHOULD however be more expensive imo, 30 t.res and 10 p.res isn't a big investment for the low-cost alien economy. Moving it to 2 hives is also an option, but it's kind of nice that the alien comm now has some alternative research at 1 hive...

    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 :p
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Well yes, it's 20 p.res for a fully functional tunnel but it's already 30 t.res for a PG connection, and unlike gorge tunnels you can't ninja PGs. Bumping it up to 15 p.res would put a welcome bigger drain on the gorge player's p.res at any rate. Now if they beef up babblers a little, both in effectiveness as well as in cost you'll essentially have one less onos player in the lategame, which can be a big deal.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Rippsy:

    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
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    Yeahh.. I've already seen Gorge Tunnels on roofs and in places where marines would never be able to shoot them unless they have jetpacks.. except that you can get tunnels WAY before jetpacks. Effectively making Tunnels a unkillable Phase Gate

    IMO tunnels should never be placeable on rooftops i.e. anywhere that is rendered invisible by Commander view.

    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.
Sign In or Register to comment.