Stop Parasiting Power Nodes
Flounder
Join Date: 2004-09-12 Member: 31656Members
<div class="IPBDescription">it's dumb</div>I have no idea why this annoys me, but it does. Maybe it's the idea that a teammate had nothing better to do than to switch to parasite, aim at a power node, click mouse1, then switch back to bite and hop along merrily, all the while ignoring whatever pressing fight his teammates were otherwise engaged in.
Oh thank you for pointing out this power node. I had no idea that it is still in the exact same spot that it was in the last time I played this map. But I can definitely tell it's there now. I mean, who can ignore this big red circle and the words POWER NODE sitting right in the center of my hud, drawing unnecessary attention to a 0 res structure that marines can rebuild in 3 seconds? Gee thanks for your amazing tactical insight.
Haha wow I think I need to take a break from this game :p
Oh thank you for pointing out this power node. I had no idea that it is still in the exact same spot that it was in the last time I played this map. But I can definitely tell it's there now. I mean, who can ignore this big red circle and the words POWER NODE sitting right in the center of my hud, drawing unnecessary attention to a 0 res structure that marines can rebuild in 3 seconds? Gee thanks for your amazing tactical insight.
Haha wow I think I need to take a break from this game :p
Comments
just kidding :O
So the best thing currently is to eat powernodes to 1% and at a crucial point deliver the last bite/spike/swipe/spit/whatever.
So the best thing currently is to eat powernodes to 1% and at a crucial point deliver the last bite/spike/swipe/spit/whatever.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am doing just that. Sometimes i wait for a marine with a welder while cloaked :P
So the best thing currently is to eat powernodes to 1% and at a crucial point deliver the last bite/spike/swipe/spit/whatever.<!--QuoteEnd--></div><!--QuoteEEnd-->
I made a thread about this when it was introduced, but nobody seemed to really care beyond a few people.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116574" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116574</a>
Sorry. I misread the OP!
It's counter-intuitive and it causes new players to punish their teams/help the enemy. Veteran NS2 players can just adapt to taking the node down to 1%, but every time some newbie comes in and tries to help by finishing off what looks like an enemy structure, they screw over their team.
Either nodes should take seconds to repair fully, or they should take a while to resocket; the current discrepancy makes for confusing gameplay.
He is talking about parasiting powernodes, not resnodes.
It boggles my mind that "after playing the game extensively" you haven't noticed that sometimes people do it at game start to let the rest of the team know exactly where the marine base is. Or when the node is critical and you want to let the rest of the team node to attack it.
I'll be sure to keep parasiting them just to annoy you :)
The annoying thing is they stay tagged until destroyed. So the default alien has the power of a game's worth of commander scanning.
Now, Parasite is useful for a lot of things, especially mines. Seeing as, despite their visibility, I at least, Tend to get myself blown up alot, I tend to parasite them, to make sure that you get a red border and text in addition to the actual model, especially if it is, say, right below a vent.
Oh, and I have the same issue with power nodes. It needs to be consistant, or its a problem. I think that a good solution, is to allow repairs on the power node, but have it be around 5x slower than it is with a welder, but welder speed is unchanged. That way, you *Can* repair, but it is ineffeciant. Also, if the power is knocked out, It will still take the 5x as long to repair without a welder, but be normal speed with welder. However, once emergency lights come back on, it repairs equally fast with both. (or welder is faster, like 50%)
That would fix it, and remove the inconsistency.
Exactly, which is the reason that same skulk decided to eat that power node for 3 mins, while he kept hearing <i>"Our Hive is Under Attack!"</i>
Either nodes should take seconds to repair fully, or they should take a while to resocket; the current discrepancy makes for confusing gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
i remember the first time this occurred to me.. i screamed it across the mic to all the aliens thinking i was so smart for seeing an exploit lol.
definitely needs to be addressed... somehow?
Not really. Power nodes exist before the game even starts, but the other things that scans show you don't exist until players make them.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116574" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116574</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Um, except at 1% the node still gives <i>power </i>to the room.
I wouldn't have ranted if power nodes were even worth biting, but at present they are not. For 90% of the game, they are irrelevant.
Thanks for the tips
regards,
one of the noobs
Oh thank you for pointing out this power node. I had no idea that it is still in the exact same spot that it was in the last time I played this map. But I can definitely tell it's there now. I mean, who can ignore this big red circle and the words POWER NODE sitting right in the center of my hud, drawing unnecessary attention to a 0 res structure that marines can rebuild in 3 seconds? Gee thanks for your amazing tactical insight.
Haha wow I think I need to take a break from this game :p<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont do this, but I see the applications early game. Only unlocked power nodes can be parasited.
<!--quoteo(post=1910301:date=Mar 5 2012, 07:37 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Mar 5 2012, 07:37 PM) <a href="index.php?act=findpost&pid=1910301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Um, except at 1% the node still gives <i>power </i>to the room.<!--QuoteEnd--></div><!--QuoteEEnd-->
But when the ######e goes down it can be killed in 1 bite to plunge the room into darkness and turn the tables on the marines. Also they cant repair it back up without welders or MACs. Heck, I used to do this just for the timed darkness in the pre-welder days (good ol' times!).
^THIS.
As it is now. A skulk loses 30 seconds (?) while chewing a power node down. A marine can set it up in 5 seconds(?). This way the alien team hurts itself, every time someone wastes time chewing on a power node. They are only useful to attack if the marines have a pg / sentries in this room or it is the marine main base.
This. It has nothing to do with the measly +1 point or people doing it because they're "bored" or for "fun", it's almost always because it's important to mark them so the rest of the team knows where Marines are.
most times not worth the bother, because of the fast rebuild time. It takes feeled 30sec to destroy a powernode while its rebuild in feeled 3sec.