Maybe the ARC should just go.

zeepzeep Join Date: 2002-11-01 Member: 3367Members
edited June 2012 in NS2 General Discussion
<div class="IPBDescription">And be replaced by upgraded sentries.</div>I'm a NS2 on/off player. Played NS1 a bit and NS2 since the beta. Also i hardly ever play alien, just marines.
To me the weird thing in game is the ARC. When i see that silly thing driving through the map, shocking animations and all, i mean it just looks silly. The commander can spawn objects all over the map but this weird buggy type weapon must come out of it's garage and drive all the way to where it is pointed to go.

Can't it just be replaced by a stronger / different type of sentry that the commander can place like he places other objects in-game?

Not to trash talk NS2 or anything, i like this game very much, but i find the ARC a silly aspect of the game. It's like the game is high tech, except that trolly. I understand the tactical use of the ARC, but not why it needs to exist in this particular state.

Your thoughts?

PS: Love is the message. Don't flame.
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Comments

  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Yes I agree. It's a good sounding idea gone wrong.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited June 2012
    It's in to bring more variety to the game. The idea is, that it creates a new kind of mission for the marines. (Besides attack / build / defend the RT / Techpoint.) The escort mission. Sure it is not perfect now, but fixable. So why giving up that fast and coming in again with this: "I can't think of anything better so just cut it."? If we look closer at this, its easy fixable. For example, it would be much more fun if you had to escort one single ARC instead of a constantly clipping train. So a cap off one or two ARCs would help. This one ARC sure should have more firepower than and should be way slower, so this escort mission lasts longer than 10 to 15 seconds.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    They would be fine if they had a ~5-8 sec build time per before you could use them. Comm wants to arc? marine must sit there and build it to "deploy" it before it can shoot. If comms want to do 10 arc siege trains they must take the risk of having rines sitting there deploying them.

    Then you don't have to just keep the aliens busy while the arcs deploy themselves and single-handedly destroy their hive, but you must secure a location close to a hive in order to deploy and start arc'ing. And on the alien side you have the opportunity to fight and kill the marines and keep your hive as opposed to fighting the marines and regardless of the outcome losing your hive to the arcs.


    (this was also discussed in the other arc train thread)
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    it's been long suggested that a feature be implemented for players to have some role in ARCing. if marines were needed to use the things it would solve the problems of player count scaling and (future) map layouts. As it stands now, an ARC train in a low pop server is extremely more devastating than one in a higher pop server. And maps that are ARC playgrounds (cough docking) will need someone babysitting the things if they want to blow up hives through a couple room's worth of walls.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    ARCs both look bad and play bad.

    At this point I can't really see any redeeming features for keeping them in the game at all.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited June 2012
    Arcs would be fine with player-based setup timers and reduction in effectiveness (aoe should be focused and not just 1 shot all cysts within range, damage reduced, etc).
  • zeepzeep Join Date: 2002-11-01 Member: 3367Members
    I don't even know how it shoots through walls.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    There's definitely ways to fix the ARC and ARc train, though I'm a little baffled at the approach UWe says they will now be taking. (Splash damage on ARCs) Requiring player set up, slowing them down, fixing lategame so that there are more T.res sinks, etc are all MUCH better ways to address the ARC problem imo.
  • VoodooHexVoodooHex Join Date: 2012-06-14 Member: 153264Members
    edited June 2012
    Well, I was in a game last night on docking. I joined marines and we were slowly taking over the map. What I found interesting was that our comm had only one arc deployed as some of us were advancing up the north east side of the map.

    To me it actually felt immersive like we were escorting that one arc as it slowly took down infested areas. That one arc felt very important and it felt like a real escort mission. We didn't have a ridiculous clipping arc train even though we had plenty of res for it.

    What about if we limit the game to one or two arcs per robotics factory? In doing that the armor for the arc can be increased and we can even add in as some suggested a building/deploying time.

    And depending on the outcome of how res costs will be balanced you can increase the res cost of the arc so that it becomes paramount that it be defended properly.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    ARC is a cannon, that shoots through walls.

    CANNON.

    THRU WALLS.

    It is awesome. You simply do not "remove" awesome.

    Seriously tho, just let Gorges 5-shot ARC's with bilebomb again and all the turtling/ARC-training problems melt away.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Nah, it's not a balance problem. At first it has to be more fun. The mechanic has to be polished. Than balance is easy, as you already wrote a solution. One single ARC is more immerse, because it looks better. A slower ARC will increase the duration of the escort-mission. Damage, splash, hitpoints, etc. can be balanced accordingly.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    I think they should bring back the old seige cannon
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    I'd seen a comment from someone post b210 saying he saved a game with Vortex -- stopping the arc spam/train. Anyone else seeing that counter in game much?

    To me, spamming any units seems odd for marines. The arcs end up looking rather ridiculous when you have more then a few rolling to the same area. I feel like the marine tech should be somehow strong in quality rather than numbers, kind of like Protoss vs Zerg in SC (never really played it much, but it's like that right)?

    I don't think twice when I see a swarm of aliens structures, though. It just seems natural in their gameplay.

    I'd really like to see some good thought put into how these units are countering each other. Even though it's been said NS1 wasn't perfect, it became pretty standard to see a line of heavies equipped with welders...this was because you can't march a bunch of light armors in effectively. An onos, in turn, could take a heavy quickly out of play. Same thing with fades and shotguns. Webs and jetpacks. People tended to play using well known strategies. Maybe NS2 just needs the time for them to develop as well.

    I wish I had some great suggestions to make it better, but I'm like everyone else who just knows that it's not quite what we want in gameplay.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    We won a game yesterday because a couple fades were slowing down a huge ARC push on our hives with Vortex, and in the meantime we got the power node in their base and ended up winning the game. Vortex slowed them down but it wasn't enough to stop them, we even tried having gorges bilebomb them inbetween Vortexes to kill them but it didn't work.

    I don't want to see ARCs go because I think they're awesome, but they should be limited in number for sure, maybe just 3.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    Maybe arc damage should just be dropped down a bit, too.. I remember in NS1 you could out-heal siege cannons with an emergency gorge or 4, at least stall the death of the hive out for a little bit.

    (the gorge hive healing in ns2 is abysmal though)
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    so ATM the arc builds way to fast out of the Robo IMO, so now I have a bunch of them even at 15 res.... roll them out though and they can be killed very easy once deployed and smart fades will use vortex on them before the finally charge for fire to block the shot, then attack them. I like arc's but I think they just need some tweaking 15 res seems fine I just think they need to take a lot longer to build from the robo, or make the speed production an upgrade of the robo at an additional 30-40 res. Static defenses like sentries are not very much fun, they are good with 2-3 in some situations like close spawns.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited June 2012
    Dropping damage on ARCs would be a terrible idea, those kind of changes only cater to spam. Ideally 1 - 3 ARCs should be viable enough when supported, everything else is just excessive. And with a proper economy, building more than 3 ARCs should be a waste of valuable T.res for the marines, in ANY stage of the game.

    I sincerely hope they reconsider this splash damage idea, because it's certainly not the right way to go about addressing the problem. Fix the underlying causes, not the symptoms.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    I like the idea that marines have to deploy the arcs. Maybe with welders?
    The com put the arcs in the "deploy-mode" and an symbol for the marines appear.

    Lets say deploying an arc need 10 sec. Now imagine an arctrain of 10.
    You need marines to deploy and marines to defend the deployers. So aliens have more options to stop arctrains too.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1945288:date=Jun 21 2012, 04:44 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jun 21 2012, 04:44 AM) <a href="index.php?act=findpost&pid=1945288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I sincerely hope they reconsider this splash damage idea, because it's certainly not the right way to go about addressing the problem. Fix the underlying causes, not the symptoms.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think i even understand how FF splash damage solves ARC train spam, why it was considered instead of all the other practical and useful solutions proposed by the community, and from where it came. Do they mean when firing, an ARC does splash damage around itself to presumably other ARCs in addition to the splash damage on its target? The tweet by itself makes absolutely no sense to me.

    If its supposed to address ARC trains that contain so many ARCs that the only spare room left to deploy is next to the hive, isn't it blindingly obvious that the solution becomes trivial as the problem is spamming that many ARCs for incredible alpha damage in the first place? Does it matter if you lose 10 ARCS out of 100 if you one shot the hive and every structure in the hive room as well?
  • RowenRowen Join Date: 2012-05-04 Member: 151545Members
    <!--quoteo(post=1945299:date=Jun 20 2012, 09:20 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jun 20 2012, 09:20 PM) <a href="index.php?act=findpost&pid=1945299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think i even understand how FF splash damage solves ARC train spam, why it was considered instead of all the other practical and useful solutions proposed by the community, and from where it came. Do they mean when firing, an ARC does splash damage around itself to presumably other ARCs in addition to the splash damage on its target? The tweet by itself makes absolutely no sense to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that's what they mean, that arcs will damage themselves and other arcs (and marines? marine structures?) in a radius more or less big, so if too many close arcs fire at once they'll kill themselves without a chance to repair.

    And yes, it took some imagination to choose the one solution nobody in the forums proposed.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    State-of-the-art, futuristic military mobile sonic cannon designed to combat the Kharaa threat- <i>so advanced</i> that it hits itself in the face with friendly fire splash damage every time it shoots.

    talk about intuitive!
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    I also think having marines be required to deploy arcs is a great idea.

    However, as was mentioned in the other ARC thread, the commander should be able to repack them without marine assistance.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    More powerful, more pricey, more armour... I'd rather have the occasional slog of a fight over an ARC, then have to put up with 2 coming out of a marine base every few minutes.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited June 2012
    More powerful? You need only 3 arcs to kill every defense in a few seconds
  • MaukkaMaukka Join Date: 2011-06-12 Member: 103991Members, Reinforced - Diamond
    What if an ARC costed like 50 res and had 50% more health, about 20% more range and a little bit more damage and required a marine to reload the cannon after each shot (using the constructor for a few secs to reload it) after which it would still require the cooldown timer it has now. That way it would at least require more involvement from the marines guarding it while being powerful and harder to mass.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited June 2012
    <!--quoteo(post=1945301:date=Jun 20 2012, 02:30 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 20 2012, 02:30 PM) <a href="index.php?act=findpost&pid=1945301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->State-of-the-art, futuristic military mobile sonic cannon designed to combat the Kharaa threat- <i>so advanced</i> that it hits itself in the face with friendly fire splash damage every time it shoots.

    talk about intuitive!<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^
    +1
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1945311:date=Jun 20 2012, 09:01 PM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ Jun 20 2012, 09:01 PM) <a href="index.php?act=findpost&pid=1945311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^
    +1

    What if you could only build sieges next to a robotics factory.... and they couldn't move at all? Damn, that might have been proven to work and make sense before... meh probably a better way to do it huh... *Sarcasm*<!--QuoteEnd--></div><!--QuoteEEnd-->

    hehe
  • DrFlammableDrFlammable Join Date: 2012-04-18 Member: 150705Members
    I think going back to way it worked in ns1 might create an interesting dynamic with creep spread that didn't exist in the first game. If you need to set up a turret factory + upgrade it then set down siege cannons you've got to clear out the creep and defend your little base while the tfac is upgrading instead of just sneaking into the corner of an adjacent room with arcs and surprise your hive is already dead. Sure there's plenty of ways to prevent ninja-arcing but I feel there's more tension and fun on both sides in having to deploy and set up siege cannons. Nanoconstruct might prove to be problematic for this unless you'll be required to upgrade the factory again like in the first one.

    The times in NS1 when you're trying to set up a siege base next to a hive wondering when you'll be spotted and if the aliens can manage to knock the base out before those sieges go up or the hive goes down were some of the best and most exciting in the game.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited June 2012
    Sieging hives in NS1 was by far the most fun experience in the game. It really showed off the marine teams power of teamwork and coordination.

    In NS2 I usually make 5-6 arcs and send them off by themselves while I tell the rest of the team to go jetpack to a different hive to distract. Theres a bit of coordination but the overall siege experience has gone down the drain. The marines and the comm should be intimately connected... any time when you give the comm the ability to sit in base hitting z on the robo every once in a while isn't skill or team based. If it gets to this point the marines ought to lose the game. Or else it is just delaying the inevitable. Really the marines just have to put a few mines and turrents and armory block the powernode... sit and hit z on the robotics factory for about 10 mins... click next to a hive... deploy arcs and win.

    <i><b>Stupid easy.</b></i>

    The sad thing is that there is actually an EASIER route than this... arcs are simply for commanders who don't understand meta game correctly. You don't need to spam arcs to win a game... and if you have the ability to spam arcs then you SHOULD have already won about 15-45 mins ago with coordinated pushes, phase gates and nano spam. I don't see arc trains as a huge issue really because it just shows that the balance of the game isn't there yet. The issue is not with the arc spam... it's something entirely different. It's nearly impossible to end a game in 15 mins or less in this build due to how many alien structures can be spammed. Even if the marines have the res control and are destroying the aliens. It seems like the balance in the new builds is just delaying the inevitable. I've played tons of games that I knew the marines were going to win EVENTUALLY. But even though we already nailed the coffin shut we are forced to sit in spawn spamming arcs.

    I'm just trying to see the overall picture.

    In this build you are better off just spamming nano shields on jetpack marines in the hive room than spending hundreds of res on arcs. Nano shields and medpack spam... hundreds of times more deadly than arcs imo.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited June 2012
    <!--quoteo(post=1945307:date=Jun 20 2012, 08:51 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Jun 20 2012, 08:51 PM) <a href="index.php?act=findpost&pid=1945307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More powerful? You need only 3 arcs to kill every defense in a few seconds<!--QuoteEnd--></div><!--QuoteEEnd-->


    If you could only afford to send 1/2 ARCs at a time (like the original), then they couldn't be as useless as solo ones are now. The problem at the moment is that ARCs don't come solo, they usually roll around with their 10 other homies.

    If they were well armoured, cheaper and more powerful we would see important battles over strategic objects. Rather than ridiculously messy fights consisting of a layer of cysts and infestation, a layer of ARCs and then a layer of aliens and marines that can't fight because they keep tripping on everything.

    It isn't the fire power that is the problem, it is the time taken to destroy one ARC and move on to the next before they have killed the hive.

    When did this game become about making sandwiches?
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