Unbuilt Buildings And Their Health

killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Are they still pretty tough?</div> As is unbuilt buildings (namly comm chair, and some rez nozzles) have lots of health even though they haven't been built or even close to built. Is this still the case?

Comments

  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    AFAIK, even in 1.04 unbuilt marine structures have less health then when they are fully built.

    There was a slight issue with aliens structures however, in that any damage taken when building was ignored as when it became fully built it popped back to full health.

    This feature has now been removed so I imagine chamber rushes are much, much harder to do now, as any damage taken whilst building will carry over to the finished article.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    In 1.1 Buildings have the same health as when fully built. If they are damaged before completion, the damage stays with them when they are finally built, like a regular RTS. No more magic restoration to full health when the building is complete.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Is this true for marine buildings as well? If so, I can see CC nuisance drops to block vents/resources becoming very popular - it takes 2 frigging minutes to chomp down a CC for a skulk.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--matso42+May 16 2003, 06:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 16 2003, 06:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is this true for marine buildings as well? If so, I can see CC nuisance drops to block vents/resources becoming very popular - it takes 2 frigging minutes to chomp down a CC for a skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ahhh but the fix here is simple, don't change the health to fix the problem, change the number of CCs that can be built (there needs to be a fix though because destroying them doesn't seem to reset the CC count AFAIK, hence parasite stays after the CC is dead).

    THAT is the way to solve the marine structure blocking problem.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Well, RT's are quite tough as well - 30 seconds chomping from a skulk. Assuming it takes 30 sec to get a skulk to come and take out the RT, you are looking at a lost minute of suckling for a gorge, which means about 18 res lost (assuming that the 0.3 suckling modifier means 0.3 res/sec).

    The potential is definately there...
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited May 2003
    <!--QuoteBegin--matso42+May 16 2003, 07:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 16 2003, 07:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, RT's are quite tough as well - 30 seconds chomping from a skulk. Assuming it takes 30 sec to get a skulk to come and take out the RT, you are looking at a lost minute of suckling for a gorge, which means about 18 res lost (assuming that the 0.3 suckling modifier means 0.3 res/sec).

    The potential is definately there... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    which sets the marines behind by 7res...
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    It's not like the value of 1 marine res == the value of 1 alien res. Stopping a gorge from getting 18 res early in the game may well be worth 22 marine res. Now, RT's are indeed less of a problem than a rain of CCs... but the potential is definitely there, IMHO.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    perhaps your think in 1.04 terms...
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    ie: eclipse

    aliens start in EC.

    gorge could setup camp in psj3, CC, Maint, SL.

    possible 4 locations, that would be 80 res. Comm can get an IP and what else?

    Now if your listening for the gorge it may only be 20 res but you just slowed the marine team down 20 res not to mention there most likely is a second gorge somewhere else sucking.

    Also the gorges could have a few OCs up by this time. I'm pretty sure the alien slowdown of res would hurt less than the marine slowdown.
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