Nano wall
krakadict
Join Date: 2012-03-10 Member: 148539Members
marines version of kharaa spike wall which can be used to block an area for 15-30 seconds, this have a limitless number of uses from holding back a rush to locking an area down long enough to get a resource tower up.
this also give marines the ability to block certain doors or hallways making vents more useful for the alien team especially skulks.
examples
<img src="http://halowiki.net/images/thumb/4/41/Shield_Doors_Header.jpg/300px-Shield_Doors_Header.jpg" border="0" class="linked-image" />
<img src="http://i.ytimg.com/vi/AUEEBbvp0HU/0.jpg" border="0" class="linked-image" />
this also give marines the ability to block certain doors or hallways making vents more useful for the alien team especially skulks.
examples
<img src="http://halowiki.net/images/thumb/4/41/Shield_Doors_Header.jpg/300px-Shield_Doors_Header.jpg" border="0" class="linked-image" />
<img src="http://i.ytimg.com/vi/AUEEBbvp0HU/0.jpg" border="0" class="linked-image" />
This discussion has been closed.
Comments
this isn't a negative ability(funniest thing i've heard, thanks.), it's just like spike wall and when do it take away from pvp?
<!--quoteo(post=1950528:date=Jul 11 2012, 10:09 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jul 11 2012, 10:09 AM) <a href="index.php?act=findpost&pid=1950528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No. Just... no.<!--QuoteEnd--></div><!--QuoteEEnd-->
explain more i didn't hear much moaning when they added spike wall/goo wall for aliens.
<!--quoteo(post=1950529:date=Jul 11 2012, 10:10 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Jul 11 2012, 10:10 AM) <a href="index.php?act=findpost&pid=1950529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No to this idea, + remove spike walls.<!--QuoteEnd--></div><!--QuoteEEnd-->
why hating on spike wall? it's a good ability if used right, just like goo walls.
explain more i didn't hear much moaning when they added spike wall/goo wall for aliens.
why hating on spike wall? it's a good ability if used right, just like goo walls.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is a negative ability, being able to move and use the environment effectively is pretty damn important in fps games. A wall that suddenly blocks you very much interferes with that in a negative way.
Clogs are the same ###### really, but atleast it takes time and a player to be a gorge to have them, instead of just being dropped there by the commander. I would be very happy to see clogs go aswell.
I much prefer fighting a skulk or whatever lifeform that is holding some area than shooting static hydra/clogspam.
Though this brings up a positive idea. I'm hoping for the Spark Editor to be capable of adding force fields to maps, whether they are on or not to start with I'm sure this would bring a lot of balance(when active or not) and strategy to an early game for maps. Weldable doors can't be opened until the aliens have an Onos late game and once the door is broken it can't be welded shut again. With force fields they are linked to the rooms powernode (or its own powernode) until the node is built it won't be active, but once the node is built the force field is active. This force field could be at major entry point leaving the opposition to use side routes to gain access or the field could be in the actual room simply breaking up the openness/flow of the area. This could completely change the layout and flow of rooms or even be used as an energy bridge to link two sections of a large area.
Clogs are the same ###### really, but atleast it takes time and a player to be a gorge to have them, instead of just being dropped there by the commander. I would be very happy to see clogs go aswell.
I much prefer fighting a skulk or whatever lifeform that is holding some area than shooting static hydra/clogspam.<!--QuoteEnd--></div><!--QuoteEEnd-->
What he said^^
Clogs are the same ###### really, but atleast it takes time and a player to be a gorge to have them, instead of just being dropped there by the commander. I would be very happy to see clogs go aswell.
I much prefer fighting a skulk or whatever lifeform that is holding some area than shooting static hydra/clogspam.<!--QuoteEnd--></div><!--QuoteEEnd-->
i fail to see how this is a negative ability it's no diffrent to welding a door shut, oh is that a negative ability aswell? better not implant that aliens might get butthurt.
controlling the environment is what the game is about and aliens use cysts Infestation to do that, so why cant marines block an area for X amount of second they own? aliens can do that already with whips and crags at doorways of areas they own thats not already counting clogs and spike wall.
controlling the environment is what the game is about and aliens use cysts Infestation to do that, so why cant marines block an area for X amount of second they own? aliens can do that already with whips and crags at doorways of areas they own thats not already counting clogs and spike wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
You make several comparisons that are wholly invalid. Also, go read Fana's post about the infestation-spikes, and why they were a terrible idea too, and why this is going to be just as bad (or even worse, due to the hit-and-run nature of many alien-lifeforms).
Haha, best post. Remove infestation spikes, remove clogs. Yes plz.
And player, you better give an URL to that one then.
a hell of a lot of hitting not a lot of running you mean? aliens right of the bat can advance to the marine base and leave RT's to the comm to set up (and winning if marines are caught off guard) while marines don't have that luxury to attack the hive that early due to them having bulding RT's. nano wall would give marines a quick break and enough time to get back to base if a herd of skulks is caught early by a lone marine
controlling the environment is what the game is about and aliens use cysts Infestation to do that, so why cant marines block an area for X amount of second they own? aliens can do that already with whips and crags at doorways of areas they own thats not already counting clogs and spike wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
It isnt much different to welding doors shut. In ns2_docking most of the doors were removed exactly for this reason - they ruin the gameplay. And yes, i see it as negative.
Having map control is what the game is all about is correct, but it should be the players defending the area, not structures.
Cyst spam ruins the gameplay a lot too, and thats why we have been creating a mod to help the problem. Whip, crag, structurespam around every single corner is also a big problem, no one wants to play turret defence.
You are literally listing all of the big problems in the game and then try to defend them?
If you want a game thats about PvP, where rines shoot skulks and skulks eat rines instead of being obstucted by turrets, arcs, nano walls, infestation spikes, crags, clogs and whips, then this is a terrible idea.
I dont want the aliens have to suffer the same blocking/movement impairement that the marines already have to go through, as the movement is very much the only thing that keeps the melee side alive.
I do want a balanced and good game, dont even mind marines getting new abilites as long as they add something to the game, instead of taking away/interfering with the core elements.
As much trolling as inf. spikes, clogs and free hydras, and those are <i>actually </i>in the game. Watch out, soon you might see nano walls in a build close to you.