Siege Cannon Vs Grenade Luncher

superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
edited June 2004 in NS General Discussion
<div class="IPBDescription">Siege Cannon over powered.</div> Sorry. I can't speak english well.


Siege and gl do dubble damage to building. but gl alway ill weapon, exceptional
slay alien in dog hole.

first, time.
siege can use always. but Gl need adv.armory. it's need 3 min. and cost get ammo time


twice. durability.
siege is building. Gl only use marine. unfortunately, skulk kill Gl marine not hard.


third. efficiency.
tf + siege can sell. and siege only need scan gauge. marine only guard tf then
commander can destory all alein buinding in siege range.


but Gl need marine's experience. and does't move single.


I see some commanding in big server(max user 26).
after gamestarting. some kharra block way to hive positon. and build oc, dc
and 2 marine arrive there after short time.
but they don't fight blocker. and go back one sector.
next, commander give gate. one marine build that and one maine guard that.
at last build gate, then reinforce arrived. they building tf very quick. (3 sec)
instant commander upgrade siege. after 15 sec, siege drop. that qucik building too.
( 3 sec too?)

nex, instant destroy kharra's barrier. marine capture. hive postion and
commander all sell that. marine doesn't need gl at this case.


gate + tf + siege is very strong. I think that it grow weak by
request more building time or more resource.

Comments

  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    normally

    the counter to seige is a a higher lifeform,fade or onos,

    spores also help alot to take down light armour rines standing around

    but the most common way to stop a seige is to stop the solo rine from getting the phase gate up
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    <!--QuoteBegin-Jared101+Jun 15 2004, 11:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jared101 @ Jun 15 2004, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> normally

    the counter to seige is a a higher lifeform,fade or onos,

    spores also help alot to take down light armour rines standing around

    but the most common way to stop a seige is to stop the solo rine from getting the phase gate up <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Unfortunately, that processing very fast. That strategy can use early game before
    fade, onos appear

    If marine has good cooperative spirit then all processing cost only 30 sec.
    (Tf, siege building very fast)
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    a GL is a mobile siege weapon... siege guns are emplaced cannons... Of course sieges are going to be more powerful!

    Yes stopping a siege is hard... but like everyone LOVES to say around here... "you should have stopped him before he got the PhaseGate up"
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    edited June 2004
    Siege outposts aren't <i>that</i> hard to take down, though it can more than a challange if the enemy had a fortified outpost or heavy weapons/HA or jetpacks. Like any assault, this can require a coordinated assault by the aliens, constant communication, and the occasional high lifeform. The one Achille's heel that most siege choke points have in common is either a nearby ventilation shaft or a winding cooridor which allow for a gorge to bilebomb/lerk to spore and (with proper cover) make a safe retreat. When attacking choke points, I usually find that attacking the Phase Gate first, then taking down the Turret Factory; as long as the commander isn't pinging the hive, a lack of marines spotting for the sieges should keep it safe. Also, for assaulting Phase Gates, I find simple skulks to work well, combining a respectable attack power with an above-par RoF which allows you to also concentrate on players phasing through.
  • eVoxeVox Join Date: 2003-08-16 Member: 19840Members, Constellation
    hes talking more about seige vs. GL.

    If the commander gives out a GL, it usually doesnt get far (unless the player is in a huge group). If the player dies, the next person picks it up and has to get all new ammo and stuff. All in all, the seige is much better for anti-structure than the GL. He brings up a very good point.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Hobojoe+Jun 16 2004, 11:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jun 16 2004, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Trevelyan+Jun 16 2004, 05:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jun 16 2004, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a GL is a mobile siege weapon... siege guns are emplaced cannons... Of course sieges are going to be more powerful!

    Yes stopping a siege is hard... but like everyone LOVES to say around here... "you should have stopped him before he got the PhaseGate up" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    laffos the problem revolves around a broken alien res system on pubs that doesn't let you get early fades which lets them get the phasegate up.

    so yes you shouldn't let them get the phasegate up, but it's not like you really can stop a good marine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Its not like I agree with that... its just what everyone says. It is impossible to protect from PGs the entire game... You have to few aliens... and if those aliens actually spot the marines heading to the location, they wont do much damage to him/them unless there is a large portion for some reason in the area.
  • XFallXFall Join Date: 2004-03-23 Member: 27509Members
    edited June 2004
    best counter for a seige. don't get near a freaking building. lol, if you're talking about the manual seige plugin, then that's not part of NS, that's a plugin! i think the GL is better anti structure. per building/weapon the GL can dish out more damage in shorter time. one seige does around the same damage. but fires 4 times as slow. =) Because if you had.. say 5 seige cannons, and five GL's.. damage wise. that GL is gonna take out the buildings ALOT Faster.. advantage to seige cannon.. is firing through walls. but GL's are faster. just as strong. and mobile!
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    gl is useful though, eg oc walls, around res nodes etc, no point in placing siege, just use the gl <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> least thats the only time I see them used...
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Since OC's are now only useful in large clusters, I have to agree with him.

    Siege: fast, effective, cheap.
    GL: slow, cumbersome, costly, and it's one marine off from the AXN.

    That could partially explain why ninja-tactics are so popular today. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    The thing is, a GL is cheaper and mobile compared to a siege. If you have 2-3 OCs and some DCs backing them up, you can use a grenade launcher to take them out quickly. The GL is for minor building encounters, where sieges are used for extreme situations.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Sieges are good, but too fast to set up. The TF upgrade time should be increased or something. But GLs are THE most annoying thing to skulks. GLs grenades blast radius is HUGE and kills skulks that are far away. Never know what hit 'em.

    But if you compare which is better, sieges are easier to defend. Then again, you could fire some grenades to a hive and clear it of skulks and lerks. Then shotties and/or HMGs take care of bigger lifeforms.

    My <b>final</b> opinion is that sieges are better
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    it's not just GLs that can clear the hive. I can't count how many times that almost all skulks, gorges, lerks that were on the ground were taken out by sieges. sometimes the siege even kills you when you aren't near it or in the air. I think the major thing they need to do with siege, is increase tf upgrade time, decrease the siege blast radius (not the range). and make it do a LOT less damage to players, if any.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have 2-3 OCs and some DCs backing them up, you can use a grenade launcher to take them out quickly<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If the are GL's, there are likely to be HMG's too, and several upgrades. Thus taking out even 4 OC's with them isn't a big deal.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think the major thing they need to do with siege, is increase tf upgrade time, decrease the siege blast radius (not the range). and make it do a LOT less damage to players, if any.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    IMO, that seems a bit controversial with the design of siege; to blast the hell out from aliens. It is supposed to be a powerful weapon capable of clearing any room without any difficulty, so making it a peashooter isn't very... realistic/atmospheric/fun. Nerfing isn't fun. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    isn't it to take out buildings? (if can only attack buildings directly, afterall...) killing everything else, too is a bit much.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the reason it blasts u down from the air is because the siege hits the hive and the shockwave/whatever catches u.

    yes, sieges are overpowered. they cost very little to set up (90 res for pg+tf+3 sieges) and if u can get your marines to stay at the sieges, they are pretty tough for the aliens to take out. unless, of course, aliens have outskilled/out-teched you.

    and, not all siege spots have vents in them. many are specifically designed to make sieging the hive as easy as possible.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    GLs are used for indirect fire. So you've got that lerk camping in the vent sporing the hell out of your team? Just lob a few grenades and be done with it. Its also the most cost effective way of destroying outposts (but not hives) from long range. Shotguns can do more damage, but getting close enough to dish out considerable damage is a tad risky.

    Sieges are expensive, and take quite a while to set up. GLs have mobility and versatility. No use sieging 5 OCs when the GL is more cost effective at 20 res. Of course, sieges are far more effective when just charging in with guns blazing might not be the best option e.g. against a hive guarded by onos and fades and ocs and quite a few skulks.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    90 res isn't cheap. A hive costs 40 (50 at the most). Besides, Siege points are pretty vulnerable to skulks, as they have a lot of cover from the massive collision boxes of turrets and the TF. If the Marines can spend 90 res and keep that position safe long enough to get all the turrets up, then they deserve to blow that hive away.
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