Should PG and IP pushback comeback?
Lunos
Join Date: 2009-08-18 Member: 68518Members
Lately I've been frustrated by how easy it is for the Aliens to camp phasegates and IPs ever since the pushback was removed from the game. While it was highly annoying as an Alien, it just feels incredibly cheap as a Marine to appear then die instantly because four skulks just bit your ass before you could even respond. It makes phasing through to defend a location extremely dangerous with even one or two Aliens whacking the gate who don't even need to move most times, just sit and chomp where the Marines appear. If I had to choose between the lesser of two evils, I'd bring back pushback until some new system is devised.
Comments
Put push back in for aliens if marines use PG, add push back for marines if aliens use PG.
Would help the EXO as a base defender, no need to go hunt aliens.
fixed?
Put push back in for aliens if marines use PG, add push back for marines if aliens use PG.
Would help the EXO as a base defender, no need to go hunt aliens.
fixed?<!--QuoteEnd--></div><!--QuoteEEnd-->
indeed, lets revert to NS1.03 :P
On a more serious not though... Well kinda...
It was funny doing a leap and then all of a sudden gain more speed because someone spanwed behind ya while in flight :P
I do believe marines need a buff (certainly for pub play, though perhaps not for competitive) but this doesn't sound like the right buff.
I understand multiple aliens preventing marines from phasing in, but a single one stopping an entire beacon-PG rush? It doesn't seem to be fair.
This...
This sounds like...
SO MUCH FUN!
"SELL THE PHASEGATE SELL IT THE ONOSES ARE TELEPORTING INTO OUR BASE"
One fade in front of a PG is all that's needed to hard counter it, as the fade gets one free hit anyways before the marine's screen updates.
If you ask me, this is a huge contributor to marine losses currently. We saw it in alpha days and we see it again here.
<b>The slow team cannot maintain their map control when the mechanic that allows them to do this can be hard countered by a single player. </b>
At least in alpha days sentries were quasi useful to ward off a lone player blocking a PG.
Pushback isn't coming back though, as it allowed for some edge case exploits.
But this doesn't mean a solution isn't being worked on. ;)
it is so annoying to be insta-gibbed the moment u step in to a pg
I know close starts won't go, but I've whined enough to not stop whining now :)
I know close starts won't go, but I've whined enough to not stop whining now :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I've seen marines come out on top from a close spawn, once you know where they've spawned you can push all but 1-2 marines straight into their base...usually resulting in a short game regardless of the winner though (I say just after an hour long match on summit where marines started at sub-access & aliens at Flight Control - Marines won).
On topic though... I think PG's are fine as they are. If one is under attack and you go through first, your the bait. Draw their attention whilst reinforcements come through. If a Comm really wants it saving, he'll spam medkits down at the destination (resource permitting) so your not taken down in seconds. I don't remember knock back in NS1 (it's been a long time) but i can imagine it's both disorientating and annoying for aliens when taking down a PG is already tough without a big concentrated push.
I wouldn't object to some tweaks being made to IP's though.. Zerk rushes are a little too effective at the moment as a couple sat on an IP will destroy anything that spawns...prehaps a 1-2second invulnerability (or nano shield) on spawning but you can't shoot during this time.
In addition, a few skulks munching on a pg will instantly land 1 hit on any marine the instant he teleports and insta-kill him. Since only 1 marine can phase through at one time, it's just a conveyer belt of free kills. This, i would assume, was the reason that the pushback was put in to begin with. It is a backwards step that it was removed but i can imagine that it could lead to exploitation/glitching, which is why it got pulled i guess.
I look forward to seeing what else UWE come up with.
heres a suggestion
0.5 sec invunerability + cannot attack for marines (think vortex)
MARINE pushback.. eg if marine collides with alien on phase, then the marine is the one that gets bumped (i think this is what's happening right now?)
I've not experienced it quite like this... I've come through a PG to take an instant hit and death a second later...long enough to step forward (though i always jump forward after phasing). Certainly not experienced a single fade insta-killing me before i can begin moving, sure, before I've got myself orientated and started spraying my gun..but I've always managed to move an inch or two, far enough to step on any med kits the comm may have dropped.
Perhaps it is an issue. I simply haven't had it occur to me yet (except when the PG is being hit by 3-4 higher lifeforms simultaneously - which is fair enough in my mind)
I'll miss it, but it was a bit of an exploit.
I'm curious to see how the meat grinder is fixed. (Very apt name for it, too.)
this is so far the best solution although Aliens shouldn't get telefragged when they are close to the PG. There should be a certain distance such as standing directly in the PG before the teleporter can affect the player.
How will that stop you from dying when the skulk is still blocking the phase you cant move
Not even so much from the Marine standpoint. Especially as Alien it feels cheap to munch a Marine without him having any chance to do anything about it. Removal of pushback removed a skill mechanic for <b>both</b> teams and feels frustrating and cheap instead, for <b>both</b> teams.
Hardly removed any sort of skill
There is. It's called not allowing the marines to kill you to the point you lose.