Ns_veil Needs To Change

cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
the pipeline hive is a like getting a default loss.

It just needs to be moved in, so its slightly more similarly positioned to the map as subsector is. the res nodes are just too far away to efficiantly protect against a decent clan.

If anyone is confused as to what i mean, please say so and i'll explain further.

Comments

  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    I agree, pipeline hive really is bad. It's like KFS forgot to put three hives in then just stuck another one on the end made with tape, glue and lolly sticks. You have a choice of two nodes to build - C12 or Cargo. C12 is stupidly close to topographical and is basically one long corridor with two other long corridors leading into it with no hiding places actually inside it. Cargo is a 50/50 chance of keeping it against vanilla marines. You either kill them with ambushes from around the doorways as they come through or you lose the node. The entrances are much too far away from the node and the whole room is basically a large hall, VERY easy for marines to dodge skulks, lerks, fades, anything, not to mention the only way down from the vent is a straight drop and the side leading into the hive from the dome is a very long corridor. Add a little medspam and you have an untakable location for aliens if they have Pipeline.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Side hives mostly screw you over if they manage to lock down the middle hive. Why don't the mappers try a triangular positioned map with hives on the outside and Mstart in the middle?
  • cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
    Its not just that its a side hive, its far too far away from anything, it takes too long to get anywhere from spawn which means you easily lose half the map by default.

    It needs to be moved closer into the map, thats it.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    Agreed.

    By the way, when I talked to Mrben, who takes care of ns_veil & ns_eclipse now, he agreed that some hives (mainly pipe & maint) need some heavy redesigning. Lets see what beta 5 holds for us <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    If they did that, the node would be hard as hell to kill with that vent there, marines would be bunch up for a lerk.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited August 2004
    Although there are some problems with those starting hives, you should really think ahead:

    -What if those hives are fixed/redesigned ??
    Will eclipse and sub sector be the next problem-hives which need changes!?!

    -Is it even possible to balance all three starthives at the present maps without big redesigning!?
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-p$yk0m@n+Aug 26 2004, 05:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (p$yk0m@n @ Aug 26 2004, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Although there are some problems with those starting hives, you should really think ahead:

    -What if those hives are fixed/redesigned ??
    Will eclipse and sub sector be the next problem-hives which need changes!?!

    -Is it even possible to balance all three starthives at the present maps without big redesigning!? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats like saying: Why bother fixing this serious exploit, if we do so, a not so serious bug will have to get fixed next :/

    And yes, it's possible to have balanced hives. Look at tanith for example, it's got 2 pretty good hives already <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    About the pipeline hive, the C-12 res node is really close to a big chokepoint, so I suggest bringing in closer to pipeline hive
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Central hives give the aliens the advantage of choosing the other hive if 1 is locked down. I believe that side hives need more res because if marines lock down the central hive, it's pretty much over.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    edited August 2004
    yer pipeline is ****.

    we played a clan match just the other day on veil, and they started in pipeline (ok they wernt the best clan in the world) but we just ended up ramboing around and not really playing properly, easy win.

    EDIT: O yea just to add tho this post, PowerSilo on nothing is a **** hive, far to easy to siege, too hard to take viaduct, as marines will have cargo, if the comm knows what he is doing. That a real **** to start in.
  • yZoRyZoR Join Date: 2004-02-19 Member: 26690Members
    Agreed, But if you have skilled players on your team you dont usually lose, But more often you do if you start with pipeline ^^
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    In clan games Pipeline gives a severe disadvantage.
  • yZoRyZoR Join Date: 2004-02-19 Member: 26690Members
    Been there done that.

    I hope they will do something about it to, for the clanmatches sake :]
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited August 2004
    I agree with the previous posters. Due to the nature of ns_veil, pipeline hive is as bad as power hive on ns_nothing, refinery on ns_bast and actually a great deal worse than waste on ns_tanith.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Ns_alone and ns_delta have marine start central and perhipheral hives. <3 delta.

    --

    Pipeline is playable, it just means you have to *really* push that 2nd hive. Skulks have to prevent locks at Dome and/or power core, and you're pretty much set for a normal game as hive 2 goes up. MC first gives you the mobility denied by pipeline too. (But chamber order is not to be disuccsed here, there are other threads for it.)

    I'd much prefer Pipeline on viel to Engine on bast. Ref is fine; at least rines cant just relocate outside your only exit and screw you over.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    delta didn't play very well, if the aliens started in the north hive they were completely screwed. i remember before 3.0 went public, no one liked playing delta cause for the aliens, everything was far, but the rines had quick access to everything.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Okay. Keep the ideas coming guys. For beta 5 i have no plans to do anything to the maps, KFS has already made some changes and submitted final versions and i'm kind of busy. However i totally agree with your points about pipeline and i also feel that the same applies to maintenance hive.

    I'll say right now that a major rework of the hive/surrounding area isn't going to happen. The sort of changes will be mimanlist with things like RT movement or adding a vent. I'm hoping the pipeline problem could be solved with that, i'll worry about maintenance another day.

    Anyway off the top of my head i have a few thoughts: Note these are just ideas off the top of my head.

    -Move c12 node so it's in the "mini room" near pipeline that can be used to siege
    -Add a vent between the back of C12 and the dark area with windows near pipeline
    -Switch the ramp down to the hole in cargo node to be facing the other way, gives skulks entering the room easier access to the RT rather than having to jump over the railings and into the pit.
    -Do something with cargo ceiling and that vent, as it stand right now that vent sucks but maybe allowing larger access to the top of cargo and those "hole" kinda things in the ceiling would make it easier to defend.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    About the hole things, it would be interesting if you could make it kind of like the tram tunnel vent in ns_bast. Where it's a huge vent and i'ld say 2, maybe 3 holes. That would really help a lerk defending that hive, and it would give skulks a chance to ambush marines as well. I'ld say one of the holes should be on top of the hive as well.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I think engine is a alright hive on ns_bast unless they siege from marine start.

    You have fast access to main aft and can rush mstart from the vent. All you have to do is drop a few ocs and dcs in main aft and pretty much you will have refinery which means 4 rts and a hive.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    If i was to change eclipse, I would change one thing. Nothing else needs to be changed about it. Move the maintenance hive to the other large area of the hive area. here a picture. This way it cant be seiged from the other corridor, and aliens spawn closer to comp core allowing them to reach the middle hive a few seconds earlier. Keep the res node where it is tho.

    Also, for pipeline, just bring c12 node closer to the hive. And add more vents that lead into cargo, not to the entrances of cargo, but literally to cargo. And can yuo fix the vents over the stairs that not even a lerk or skulk can fit through.
  • cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
    If you see the distances between the 3 hives, they are simlar on the minimap, but its the exits that make it so bad, you have to travel up & around instead of diagonally towards double, it takes twice as much time, if you placed a vent that went right from the hive into that vent nearer to c12, it would save time. similarly, changing the layout of c12 would help, but may hinder the safety of the node.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-SmoodCroozn+Aug 26 2004, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Aug 26 2004, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Side hives mostly screw you over if they manage to lock down the middle hive. Why don't the mappers try a triangular positioned map with hives on the outside and Mstart in the middle? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NS_Delta. Great map. Needed tweaking, but still was fun to play. Why was it removed anyway?
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Daxx22+Aug 28 2004, 07:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Aug 28 2004, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SmoodCroozn+Aug 26 2004, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Aug 26 2004, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Side hives mostly screw you over if they manage to lock down the middle hive. Why don't the mappers try a triangular positioned map with hives on the outside and Mstart in the middle? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    NS_Delta. Great map. Needed tweaking, but still was fun to play. Why was it removed anyway? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe tommyd got a bit too ambitious on it. I remember PTing that map, it was a great looking map, though it was about as hard to get through as wading through quicksand with 150 pound gear in under 3 seconds.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
  • FlyFlownFlyFlown Join Date: 2003-04-26 Member: 15847Members, Constellation
    What about biodome in ns_origin? Feels like even worse than pipeline to me.
  • cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
    i dont mind biodome, its not so difficult to defend if you're on par with the marines upgrades (fades + cara for lvl 2 guns etc)
  • CelizCeliz Join Date: 2004-06-07 Member: 29171Members, Constellation
    bleh ns_origin is a siege map, it cant be fixed... biodome hive, fast pg, siege, furnace, fast pg siege, vent hive, rush double , get pg's, siege...not fun alien map unless you have sum nice fades
  • dean1dean1 Join Date: 2004-08-30 Member: 31043Members, Constellation
    edited August 2004
    how many times has eclipse's marine start been changed now? 4? 5?

    and while on the topic of maps, fix ns_agora the same way marineris was recently fixed. Simplify it and get rid of the straight grid pattern. Veil works because it breaks the grid pattern in several locations, and making those changes to ns_agora might make it... *gasp* playable.

    i'd also light to see slightly higher ceilings in ns_ayumi. Marines can touch their heads on the ceiling in most of the hallways, which makes for pretty poor fading grounds. Oh, and cold turn needs tweaking.
  • grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
    edited August 2004
    and while on the topic of topics, please stay on topic next time. ns_veil is not ns_eclipse or ns_origin or ns_delta or ns_agora or ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <span style='color:red'>- locked -</span>
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