Marines not being punished for losing "ghost" structures//scouting with command chairs
DanielD
Join Date: 2010-11-16 Member: 74960Members
I was watching a bit of the Wasabi Cup just now, and in the game between arc and poke on veil, arc drops a CC in cargo to deny the alien team that hive location. I get that this is 15 res just sitting around not being used, but the fact that you get ALL of it back when the ghost structure gets destroyed seems like the marine comm gets off too easy, considering how powerful it is to be able to force an alien team to the hive location you want them at. On veil this is very strong, and on a map like mineshaft forcing the aliens to take a 2nd hive at the far location is basically gg.
Same thing for when marines try an agressive push on a hive and the armory/phase gate get killed before they start being built. Full refund seems too good of a deal, shouldn't the aliens be rewarded for "destroying" a structure?
Secondarily (and I bet this is an engine issue that can't be resolved) doesn't this mechanic mean that rather then having to spend the couple res for a scan, a marine comm can just try to drop a chair in a hive location to see if there's a hive there yet?
Mountain out of a molehill maybe, thoughts?
Same thing for when marines try an agressive push on a hive and the armory/phase gate get killed before they start being built. Full refund seems too good of a deal, shouldn't the aliens be rewarded for "destroying" a structure?
Secondarily (and I bet this is an engine issue that can't be resolved) doesn't this mechanic mean that rather then having to spend the couple res for a scan, a marine comm can just try to drop a chair in a hive location to see if there's a hive there yet?
Mountain out of a molehill maybe, thoughts?
Comments
I for one would like to see a ghost structure getting destroyed once infestation gets to it or on hive locations it gets destroyed once a hive is being placed there. A small timer I think is required, so aliens cant abuse it when marines expand to another techpoint.
But there is of course some stuff on the other side of the dime here. It is an investment in terms of res, perhaps quite an interesting one even...
Also, I was playing a 1v1 today (waiting for players), and the scheming Marine comm just dropped blue boxes on everything so I couldn't drop anything without placing whips to destroy his boxes first :P
He knew full well he would get his res back or the RT/CC built if he got there first... Too advantageous for the marines in current form...
Edit -
As alien com, if you want to know if they have a CC, just try and place a hive, also if you cyst to an area, you also find you can't drop a harvester because it is occupied, even though you can't see the extractor.
You're fired Soul Rider, this ain't no Starcraft(2). Game ain't balanced for 1v1!
Nah realy, pretty damn funneh story :D
Same thing for when marines try an agressive push on a hive and the armory/phase gate get killed before they start being built. Full refund seems too good of a deal, shouldn't the aliens be rewarded for "destroying" a structure?
Secondarily (and I bet this is an engine issue that can't be resolved) doesn't this mechanic mean that rather then having to spend the couple res for a scan, a marine comm can just try to drop a chair in a hive location to see if there's a hive there yet?
Mountain out of a molehill maybe, thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesnt matter. Marine com cant be faster then an alien com dropping fast hive. U can see in the recording, that the alien commander was about 2 sec earlier inside the hive then scrajm in the command chair. Before u argue, that the alien com could start quiet far away from the hive... everyone can place a fast hive, it doesnt matter who the actual com is. Nearest player jumps in, places the hive and logs out ... no chance for any marine to be faster then alien...
My thoughts exactly.
RT's can be covered near alien spawns, so marines can tell by the first one destroyed where aliens spawn (although attempting to drop a cc always lets them know anyway).
Essentially the whole system has problems because both sides can drop Command structures in unsighted rooms, although only marines have the ability to block RTs anywhere on the map..
Surely the easier way to find out where they start is to, you know, just look at the area until you see the infestation splash somewhere, then you know precisely what hive room they are in. And you won't have locked up some crucial res at the start of the game. (Because if you're playing a smart time, they may just leave your ghost structure there for a little longer, that's 10 res you could have invested in getting an obs quicker or an actual harvester)
I like this change.
Nothing wrong with that in my opinion. Marines are already lightning fast compared to alien expansion, and if the marines can't tap the structure to solidify it or gun down the skulk before he gets there (ignoring them in the process), I don't mind a tiny bit of res going to the little guy for being quick on his feet.
I'd like to see 90% of res returned upon structure ghost cancellation. Something like a cost of 1 for an RT, 2 for a PG; small amounts that can be important in the moment without leading to a major res imbalance.
Just have hive placement override CC placement, done deal. (And way easier for new commanders to grasp than having this 'hidden' res loss every time your blueprint gets poofed)
This change doesn't really have to slow Marines down. Like I said, it takes a single tap of the builder to solidify a building and stop it from ghosting. If the marine and com are communicating, it should be much easier for marines to drop a structure than for aliens to cancel it, even in the middle of a brawl in the room the structure is going down in.
Edit response: If coms want to spend a bit of res to block CCs, why not let them? They give up 2-4 res in exchange for a few second delay on the early hive drop. It's not a free delaying tactic any more; it's a strategic response with pros and cons. I think having ghost structures be worth fighting over would make for much more exciting and enjoyable gameplay. It just feels wrong to be basically punished as an alien for not waiting for a marine to start building; there should be a benefit for attacking early and a benefit for attacking later.
... and isn't that awesome? Teamwork/tactics ftw. It'll make it a bit more challenging to place aggressive phase gates and armories as well ;-) .
+1
(RT/CC only though)
Ghosts are still better than the alternative (Onos blocking).