Ns_veil Needs To Change
cheeZ
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.
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.
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Comments
It needs to be moved closer into the map, thats it.
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-->
-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!?
-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-->
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.
I hope they will do something about it to, for the clanmatches sake :]
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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.
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.
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.
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.
NS_Delta. Great map. Needed tweaking, but still was fun to play. Why was it removed anyway?
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.
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.
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