Siege Cannon Vs Grenade Luncher
superelf
Join Date: 2003-05-05 Member: 16077Members
<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.
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
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
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)
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"
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.
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.
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-->
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
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-->
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.
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.