Three Defense Turrets Max For Healing Structures?

StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
Last night I was setting up an offensive base for attacking the marine stronghold. Typically I build offense and defense towers to a 1:1 ratio... maybe even more defense than that. It can make a virtually impregnable fortification.

Ok, so I know that 3 defense towers give you the maximum from an upgrade standpoint. I also know that more defense towers heal you faster by stacking the healing (even past 3). HOWEVER someone tried to tell me that as far as healing structures, healing maxes out at 3 defense towers within proximity to the structure in question. Is this right? I hadn't heard anything about that.

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Dunno, but i think that would be reasonable. It would make the gorge healing spray slightly more useful than it is now. A fade can go from almost dead to full health in like 8 seconds if theres several DCs. IMO thats a little too fast. I think capping healing at 30hp/s would be reasonable, maybe even 20.

    And no, this isn't a 'nerf the aliens' post. I play aliens 90% of the time.
  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    edited November 2002
    This will start a 'if you cap defense chambers then medikits should cost more' or 'then there should only be 3 turrets per factory' etc. I'm for it but all the alien players will b<b>i</b>tch and moan.
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    Hey hey! It's not a suggestion hehe <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> I just want to know if it's already the case. Anyone know?
  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    I don't think there is a cap, since they heal each other independantly
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Umm the healing effect stops increasing when you reach 3 defensive chambers in the area....
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    According to the manual it's supposed to be capped at 3 max. Sometimes it's bugged and more then 3 heal (which is why you see marines sometimes whine that defense towers are overpowered and heal faster then they can damage them =p).
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--Battousai^^x+Nov 14 2002, 02:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Battousai^^x @ Nov 14 2002, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Umm the healing effect stops increasing when you reach 3 defensive chambers in the area....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The way I saw it working was something like this ...

    Each DC makes a "healing pulse" every so often. This heals the a percentage of HP/AP. However, you can only be affected by 3 healing pulses per second.

    Your max healing per second is still 3 pulses worth - but you're a lot less likely to be standing around waiting for "Glug .......... Glug ........ Glug ......... " and being shot inbetween. Instead, each chamber is working on its own cycle, and thus sounds like "Glug Glug Glug ........................................"

    Okay, enough outta me.

    - M4H
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    <!--QuoteBegin--Battousai^^x+Nov 14 2002, 07:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Battousai^^x @ Nov 14 2002, 07:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Umm the healing effect stops increasing when you reach 3 defensive chambers in the area....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok, but that only applies for structures right? I know for a fact that I heal like a maniac when I'm near 5 or 6 DC's. Much moreso than only 3.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Yeah, I think the 3 def's plateau is supposed to apply to players and buildings, but it seems a bit buggy when it's healing players <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I know for a fact that laying down 6 def's will heal you 2X as fast as 3 def's. While very advantageous to the aliens, it is a tad extream, and I would like to see it capped at 3 for effect on players. This will help cut down on the chamber spam you see in some servers as well.
  • saint0zsaint0z Join Date: 2002-10-16 Member: 1505Members, Constellation
    edited November 2002
    Its not really chamber spam though, you can only have 6 def chambers max in an area and if you have the resources to spare, you really need to use all of them to make an effective set of defenses.
  • flippoflippo Join Date: 2002-11-01 Member: 3022Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Umm the healing effect stops increasing when you reach 3 defensive chambers in the area....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No. I was getting healed at least 50 hp a second with around 6 or 7 chambers.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->HOWEVER someone tried to tell me that as far as healing structures, healing maxes out at 3 defense towers within proximity to the structure in question. Is this right?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No. Last night the aliens had about 8 defense chambers behind every group of offense chambers. You couldn't hurt those things with a nuke.
  • flippoflippo Join Date: 2002-11-01 Member: 3022Members
    Actually, case in point, we built about 7 siege turrets all blasting one of the offense/defense farms, and it took like 3 minutes for it all to die. We also had 4 sentries shooting 'em, too.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited November 2002
    Siege's ability to damage some alien buildings is buggy right now; it's being worked on.

    I'm not sure whether or not DC's cap at 3, but they are supposed to. If they don't, assume it will be fixed soon. Also, if you're healing a whole bunch at once - what class are you? Onos will heal much faster than a skulk, because the healing rate is percentile, not numeric.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    most interesting coil <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Regeneration is percentile. Healing from chambers, and I believe also from gorges, is numeric.
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    in the land of the blind the one eyed man is king huh coil. OR in this case the person who READS the manual is king. It amazes me that almost 99% of the questions asked on the forums are answered in the manual but people refuse to read it. Why because most Americans are lazy.
  • TheScapegoatTheScapegoat Join Date: 2002-11-09 Member: 7870Members
    Yeah i dont think there is a cap on def chambers healing, cause i always build the max as a fade and i heal much faster in those areas then ones where people only drop 3-4.

    Also it has to be true because ive seen 2-3 seiges take out offense chambers easily when they only have 3 def chambers healing them, but in one game a gorge built the max and max offense chambers near our spawn, in the aft juntion room on bast. We build like 9 seige turrets and we didnt even kill 1 chamber untill i snuck up behind them with a HMG and laid into 1 def chamber at a time full auto.
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