Siege Turrets.

KrezalyzKrezalyz Join Date: 2004-02-01 Member: 25898Members
<div class="IPBDescription">They should be removed...</div> Now that OC's are totally nerfed (1000hp = 2lmg clips.. 20dmg = alive rines) and we all know that you can too easily shoot ocs from places they cant shoot. So they are kinda useless...
And to my point about the sieges, they are so totally wrong, aliens have NO counter against them other than to just rush in and if there are camping rines we all know that its kinda too hard.. and they can siege any oc wall you create WAY too easily, that is just so wrong.
Nothing pisses a gorge (well all aliens) more bad than siegeing rines <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Atleast if not remove them totally make them not shoot trough walls. And that basically would make em useless yes but now they are too good because rines dont need to come even near the hive to be able to destroy it.. aliens need to come all the way.
Hmm, while I'm whining I could say one thing about combat, make jps cost 3 points, they are way too good now.. few shotty jp rines can end the game way too easy. (well onos costs 5 points.. jp would too cost 5 points... sounds fair <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) And would that lead to all going HA, well maybe.. but don't think so.
And I had something more to say.. yes the ranged weapons aliens have, the "new" acid rockets are fine (tho that they stop to a bullet sucks but...) but still they are 3 hive ability.. I would prefer them to be hive 2 ability because metabolize is a bad ability anyway now when fade has 450 points to heal and metabolize is only 20 per use... And don't even bother to say that gorges have ranged attacks, you wont attack ppl with 'em so eagerly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Well well, ah yes I had one other thing too.. I once saw a mod in a server that put alien structures (I don't remember if all stuctures did..) fire spore clouds out from them when they were attacked, I would really like to see that in normal NS to without mods.. Rines have electrify, aliens should have something to protect their rts too, spore coulds would take care of the knife rines.. Tho it would not protect them from shooting nor ha, electrify does not protect from fades or onoses, or bile gorges so it would be in balance anyway.
Well I think that the game is good and balanced from other things that I said.. Good work!

Comments

  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Don't let them get siege. Sorry, but it's true. To siege they need to build a tf, upgrade it, place sieges, and build them. For one, it's a lot of res. Secondly, they need to be close enough to siege and you can hear them. If no one is near your hive, then they deserve that win. Without sieges, WOL's will be impossible to take care of, as well as very protected hives.
  • LuukasLuukas Join Date: 2004-01-03 Member: 25009Members
    Removing the turrets isn't a good choice, since that would leave only the GL if you need to deal with a WoL/massive hive defences. I would rather see them changed into something less powerful, while still maintaining a use. Some suggestions:

    - Sieges should do absolutely no damage whatsoever to Kharaa players.

    - Sieges should not damage hives.

    This way, you could breach a massive defence perimeter, and have the marines mop up with SG/HMG/GL. Would make for more interesting games I think, I hate it when a HA train just slowly rolls from hive to hive, setting up a mini-base to a safe position where turtling is easy. Right now pretty much nothing can be done if a few able HA's are backed up by turrets while building the sieges.
  • XilocXiloc Join Date: 2004-02-01 Member: 25902Members
    Wonder if it would work to have the siege turrets operate like the nuclear missiles did in Starcraft - have a marine use a laser pointer on an alien structure to set the turrets target. As soon as the laser stops pointing at its target, the turret stops firing. The marine would have to be stationary aswell.
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    Hmmm... bellyaching to take out the seige...

    Welcome to 1.0 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    As for all that other stuff... it's balancing a problem in the wrong way. "Fade metabolize sucks so let's make it an ability4 skill" isn't a good solution.
  • SillyGooseSillyGoose Join Date: 2003-03-16 Member: 14572Members, Constellation
    theres a place called the suggestions and ideas forums for threads like this. But I will have to agree that seiges can be lame, they're also a very BIG part of the game. It helps marines make a comeback sometimes, a light armor could sneak away from base towards an end game, get the seiges up, help take down the hive, and marines can get out and expand again. It just adds too many fun possibilities to have the seiges removed.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    I must agree that sieges are very easy to use and very hard for the aliens to smoke out. But removing them would make the same true for alien hives. It's not like sieging isn't a massive investment in time and res, and that the aliens have plenty of time to take it out.
  • Patrick_The_Super_SkulkPatrick_The_Super_Skulk Join Date: 2003-09-25 Member: 21212Members
    But, I must agree that OCs are WAY underpowered as of now. I mean come on.... Lowered health, lowered damage, bottom ocs don't shoot when stacked. Please do SOMETHING about that....
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