Anyone else have a problem with the marine ability to block in players with unbuilt structures then kill them easily? I think maybe unbuilt structures should be able to be passed through. Thoughts?
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.
<!--quoteo(post=1919233:date=Mar 28 2012, 08:51 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Mar 28 2012, 08:51 PM) <a href="index.php?act=findpost&pid=1919233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a valid tactic
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just think its cheap. I hope they remove it soon.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
I believe I read that structures are going to have a ghost model until marines interact to build them so untouched recently dropped structures wouldn't block aliens.
<!--quoteo(post=1919233:date=Mar 28 2012, 11:51 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Mar 28 2012, 11:51 PM) <a href="index.php?act=findpost&pid=1919233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a valid tactic
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
this isn't a normal rts, it's a hybrid. and should the opportunity arise, a marine commander would trade a few armories worth of res for a dead onos any day of the week.
Instead of giving an opinion about whether i think its 'cheap' or not, i'll just say that it adds depth to marine commanding. And i'm all for more depth, creativity, and dynamic decision making which gives a reason to keep playing and improving. I should also add that its this kind of thing that makes for an interesting <i><b>spectator sport</b></i>.
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
<!--quoteo(post=1919233:date=Mar 28 2012, 08:51 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Mar 28 2012, 08:51 PM) <a href="index.php?act=findpost&pid=1919233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a valid tactic
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.<!--QuoteEnd--></div><!--QuoteEEnd-->
You see people putting up barricades when they send a builder over there. The structure doesn't become solid until then.
<!--quoteo(post=1919239:date=Mar 29 2012, 03:14 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Mar 29 2012, 03:14 PM) <a href="index.php?act=findpost&pid=1919239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of giving an opinion about whether i think its 'cheap' or not, i'll just say that it adds depth to marine commanding. And i'm all for more depth, creativity, and dynamic decision making which gives a reason to keep playing and improving. I should also add that its this kind of thing that makes for an interesting <i><b>spectator sport</b></i>.
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
No to wall buildlings. Redundant and uncreative.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1919227:date=Mar 29 2012, 04:34 AM:name=Cobra420)--><div class='quotetop'>QUOTE (Cobra420 @ Mar 29 2012, 04:34 AM) <a href="index.php?act=findpost&pid=1919227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone else have a problem with the marine ability to block in players with unbuilt structures then kill them easily? I think maybe unbuilt structures should be able to be passed through. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd--> Like it was in ns1 ^^
<!--quoteo(post=1919241:date=Mar 29 2012, 05:18 AM:name=Perestroika)--><div class='quotetop'>QUOTE (Perestroika @ Mar 29 2012, 05:18 AM) <a href="index.php?act=findpost&pid=1919241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love blocking stuff as commander
currently its the only way to stop onos from killing power grid in 2 seconds, really<!--QuoteEnd--></div><!--QuoteEEnd--> Not realy the "only way" you can build a robotics factory or some high structure to block the powernode, onos can't reach it then.
maybe allow aliens to go through but also to attack them if they wish? this way marines can't bring up artifical pressure by placing 10 sentries around a hive, waiting for a convenient time to build them up...
I do not like the ide aof ghosting structures. Commander needs some way to block aliens for a (short) period of time.
If UWE decides to ghost unbuilt structures, then the Marines will definitly need some sort of shield that will either cost energy or pres, that will be placed for a few seconds.
<!--quoteo(post=1919239:date=Mar 29 2012, 05:14 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Mar 29 2012, 05:14 AM) <a href="index.php?act=findpost&pid=1919239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of giving an opinion about whether i think its 'cheap' or not, i'll just say that it adds depth to marine commanding. And i'm all for more depth, creativity, and dynamic decision making which gives a reason to keep playing and improving. I should also add that its this kind of thing that makes for an interesting <i><b>spectator sport</b></i>.
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
No to wall buildlings. Redundant and uncreative.<!--QuoteEnd--></div><!--QuoteEEnd-->
You shouldn't have to exploit a game mechanic in order to defeat your opponent. Period.
If Onos are so powerful now you feel you need to create sudden and magical barriers using random buildings then that is an issue with the balance between marine tech and the Onos which needs to addressed. It does not justify leaving such an unintuitive "tactic" in the game. It's the type of strategy that is exploited in higher level play because "it works" not because it's fun or intended play.
Edit: I agree with Cobra, a simple solution that still allows the tactic while not feeling like you are hit with the wrath of god comm. Once a marine starts building it materializes.
<!--quoteo(post=1919389:date=Mar 30 2012, 03:41 AM:name=Tinker)--><div class='quotetop'>QUOTE (Tinker @ Mar 30 2012, 03:41 AM) <a href="index.php?act=findpost&pid=1919389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You shouldn't have to exploit a game mechanic in order to defeat your opponent. Period.<!--QuoteEnd--></div><!--QuoteEEnd-->
Funny how much this could also be applied to ns1 bhop. I know theres more to the bhop story, but all i want to point out is that 'exploitation' of a game mechanic isnt <b>always</b> a bad thing.
<!--quoteo(post=1919623:date=Mar 29 2012, 09:21 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Mar 29 2012, 09:21 PM) <a href="index.php?act=findpost&pid=1919623"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny how much this could also be applied to ns1 bhop. I know theres more to the bhop story, but all i want to point out is that 'exploitation' of a game mechanic isnt <b>always</b> a bad thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
Blocking aliens with built structures is the valid strategy. Unbuilt shouldn't physically be there yet, they should be in the nanite dimension before being materialized, and therefore a ghost structure should appear.
I also think a ghost structure, which would look something like the nanosheild hack in the new material demo, would be a good way to quickly see as a marine what needs to be built. I am often confused even with the waypoint as to which building is the one that needs to be built.
Structures should be like 1 HP when dropped then incrementally over time increase the HP. Sort of like the internal power source/Nanites? is/are warming up.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
So the only times I see this strat are: - Blocking powernodes - Blocking exits when onos in-base
In practice, I do find the strat to be relatively balanced, since it requires marines to expend TRes (usually 20 TRes for two armories, but it can reach up into the 40+ TRes territory). In particular, I've never seen it used to change the outcome of a match, but mostly to turtle troll the alien team (i.e. hopeless marine team trying to drag out a losing game). With that in mind, the best course of action imo is to get rid of the strat via unbuilt structures being ghosts and powernodes having a small no-build radius for marine structures.
So <ul><li>It's an intended feature, working as designed</li><li>Level designers take this in to consideration when placing vents and choke points</li><li>UWE factors in the blocking strength/size of the buildings when working out their cost</li></ul>How about d) none of the above.
Also, if it were a feature <ul><li>It's immersion breaking</li><li>Can't be tweeked for balance purposes (it's either in or out)</li><li>Glitchy (meaning random, which is the opposite of skill based)</li><li>Counter-intuitive & inaccessible</li></ul>Lemme just check wikipedia for a sec <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->An exploit, in video games, is the use of a bug or design flaw including glitches, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game's designers.<!--QuoteEnd--></div><!--QuoteEEnd--> Last point - I'd have no issue if UWE added a feature to marine comm where they could drop something like medpacks which would slow down or halt an alien for a time. I'd also have no issue if they added a building called barricade or vent grill. The difference is it would be a clearly intended feature which could be adjusted for balance rather than the byproduct of some other game mechanics.
<!--quoteo(post=1919640:date=Mar 30 2012, 02:23 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 30 2012, 02:23 PM) <a href="index.php?act=findpost&pid=1919640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but mostly to turtle troll the alien team<!--QuoteEnd--></div><!--QuoteEEnd--> That's a good point.
There is the case where it's used to block entrance to an area though. For example, on ns_turtle, marines can drop a building to block passage between cargo and loading, or on the vent north of the tech point in bridge. You can keep skulks off the assaulting marines for just a bit longer, which might be enough to take down that hive...
If you want to make the game more like generic big company EA type games (Call of Duty, battlefield, etc.) then by all means remove options for commanders.
If you want the game to have more options regarding what you can do to survive or win a game, then there is no reason to take this out.
This is a valid strategy.
When I want to have no options regarding gameplay, I'll go to elsewhere. Natural Selection should have 1000000 ways to win and play. If something works, then commanders will use it. If it does not work, they won't. Don't go down the path of dictating what people are allowed to do or you limit gameplay options.
<u><b>I already don't like the fact that I cannot drop command chairs whever I want.</b></u>
<!--quoteo(post=1919800:date=Mar 30 2012, 10:41 AM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Mar 30 2012, 10:41 AM) <a href="index.php?act=findpost&pid=1919800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want the game to have more options regarding what you can do to survive or win a game, then there is no reason to take this out.
This is a valid strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Having options is good. Having options that make sense and aren't lame is better.
A *building* which hasn't been *built* shouldn't be able to block anything.
Comments
But yeah, I think Murphy mentioned that the material system can support a hack of ghost structures, so maybe ghost unbuilt structures are planned.
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.
I suppose another solution could be to have a wall structure designed to block. Could be a cool idea to play with.
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just think its cheap. I hope they remove it soon.
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.
Besides think of it this way, the more unbuilt stuff they place down for the sole use of blocking players, the more poor in res they become, hence making victory easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
this isn't a normal rts, it's a hybrid. and should the opportunity arise, a marine commander would trade a few armories worth of res for a dead onos any day of the week.
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
No to wall buildlings. Redundant and uncreative.
You see people doing it all the time in a normal RTS. There is no reason why you should be able to just walk through it.<!--QuoteEnd--></div><!--QuoteEEnd-->
You see people putting up barricades when they send a builder over there. The structure doesn't become solid until then.
currently its the only way to stop onos from killing power grid in 2 seconds, really
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
No to wall buildlings. Redundant and uncreative.<!--QuoteEnd--></div><!--QuoteEEnd-->
Like it was in ns1 ^^
<!--quoteo(post=1919241:date=Mar 29 2012, 05:18 AM:name=Perestroika)--><div class='quotetop'>QUOTE (Perestroika @ Mar 29 2012, 05:18 AM) <a href="index.php?act=findpost&pid=1919241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love blocking stuff as commander
currently its the only way to stop onos from killing power grid in 2 seconds, really<!--QuoteEnd--></div><!--QuoteEEnd-->
Not realy the "only way" you can build a robotics factory or some high structure to block the powernode, onos can't reach it then.
If UWE decides to ghost unbuilt structures, then the Marines will definitly need some sort of shield that will either cost energy or pres, that will be placed for a few seconds.
But I hate being blocked.
Ghost buildings are welcome.
To the people suggesting its overpowered, consider that an unbuilt armoury dies very very quickly especially to an onos.
No to wall buildlings. Redundant and uncreative.<!--QuoteEnd--></div><!--QuoteEEnd-->
^ this
If Onos are so powerful now you feel you need to create sudden and magical barriers using random buildings then that is an issue with the balance between marine tech and the Onos which needs to addressed. It does not justify leaving such an unintuitive "tactic" in the game. It's the type of strategy that is exploited in higher level play because "it works" not because it's fun or intended play.
Edit: I agree with Cobra, a simple solution that still allows the tactic while not feeling like you are hit with the wrath of god comm. Once a marine starts building it materializes.
Funny how much this could also be applied to ns1 bhop. I know theres more to the bhop story, but all i want to point out is that 'exploitation' of a game mechanic isnt <b>always</b> a bad thing.
*edit* see magic boxing in starcraft 2.
for the love of gorge don't go there!
*quarantines the thread*
Although with new material system going in place, I am willing to bet there will be ghost structures.
I also think a ghost structure, which would look something like the nanosheild hack in the new material demo, would be a good way to quickly see as a marine what needs to be built. I am often confused even with the waypoint as to which building is the one that needs to be built.
- Blocking powernodes
- Blocking exits when onos in-base
In practice, I do find the strat to be relatively balanced, since it requires marines to expend TRes (usually 20 TRes for two armories, but it can reach up into the 40+ TRes territory). In particular, I've never seen it used to change the outcome of a match, but mostly to turtle troll the alien team (i.e. hopeless marine team trying to drag out a losing game). With that in mind, the best course of action imo is to get rid of the strat via unbuilt structures being ghosts and powernodes having a small no-build radius for marine structures.
So
<ul><li>It's an intended feature, working as designed</li><li>Level designers take this in to consideration when placing vents and choke points</li><li>UWE factors in the blocking strength/size of the buildings when working out their cost</li></ul>How about d) none of the above.
Also, if it were a feature
<ul><li>It's immersion breaking</li><li>Can't be tweeked for balance purposes (it's either in or out)</li><li>Glitchy (meaning random, which is the opposite of skill based)</li><li>Counter-intuitive & inaccessible</li></ul>Lemme just check wikipedia for a sec
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->An exploit, in video games, is the use of a bug or design flaw including glitches, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game's designers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Last point - I'd have no issue if UWE added a feature to marine comm where they could drop something like medpacks which would slow down or halt an alien for a time. I'd also have no issue if they added a building called barricade or vent grill. The difference is it would be a clearly intended feature which could be adjusted for balance rather than the byproduct of some other game mechanics.
That's a good point.
There is the case where it's used to block entrance to an area though. For example, on ns_turtle, marines can drop a building to block passage between cargo and loading, or on the vent north of the tech point in bridge. You can keep skulks off the assaulting marines for just a bit longer, which might be enough to take down that hive...
If you want the game to have more options regarding what you can do to survive or win a game, then there is no reason to take this out.
This is a valid strategy.
When I want to have no options regarding gameplay, I'll go to elsewhere. Natural Selection should have 1000000 ways to win and play. If something works, then commanders will use it. If it does not work, they won't. Don't go down the path of dictating what people are allowed to do or you limit gameplay options.
<u><b>I already don't like the fact that I cannot drop command chairs whever I want.</b></u>
This is a valid strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Having options is good. Having options that make sense and aren't lame is better.
A *building* which hasn't been *built* shouldn't be able to block anything.