ARCS need a limit!
MaLuS
Join Date: 2013-02-02 Member: 182769Members
I was on a server with a group of new players doing the free weekend, so i was showing them what everything is and this is how the marines ended the game...
<img src="https://us.v-cdn.net/5019629/uploads/FileUpload/c8/2844625b5f02aab14fac45ba0c342d.jpg" />
Take a look at this screenshot and tell me how you would counter this, there was so many arcs that it lagged the server while they were moving and the server crashed when they fired.
A commander should not be able to make this many arcs, it is not counter-able.
Edit:
As people are getting stuck on the balance issue or what happened in this particular game i would like to state that it is not the balance issue that im raising. The issue is no team should be able to make so many entities on the map that it would result in a server crash, for this reason i believe there should be an upper limit on the entities that each team could possibly make so to prevent someone from using this to crash a server.
<img src="https://us.v-cdn.net/5019629/uploads/FileUpload/c8/2844625b5f02aab14fac45ba0c342d.jpg" />
Take a look at this screenshot and tell me how you would counter this, there was so many arcs that it lagged the server while they were moving and the server crashed when they fired.
A commander should not be able to make this many arcs, it is not counter-able.
Edit:
As people are getting stuck on the balance issue or what happened in this particular game i would like to state that it is not the balance issue that im raising. The issue is no team should be able to make so many entities on the map that it would result in a server crash, for this reason i believe there should be an upper limit on the entities that each team could possibly make so to prevent someone from using this to crash a server.
Comments
Though a hard cap on ARCs would still not be a bad thing. I find it strange that the 5 per CC limit is on MACs, which will rarely be used in numbers, but there's no limit on the amount of ARCs.
With new players this isn't necessarily true. Was comming a game last night and granted i am a terrible comm the marines just failed to push into a hive w/o getting caught at the door and eventually dieing. This is with A/W 3 jetpacks and exos. So i built a big arc army and 2 shotted warehouse twice, repair once, server once and then elevator.
and in SC2 you can make a 200/200 army of carriers from a single base.
it's not a problem in a game where the players know roughly what they're doing.
that said, it would make sense to have a cap... because babblers, hydras, sentry, mac and drifter all have a cap (don't they?). it's very rare that you need more than ~5 ARC's anyway.
"Plz remove recycle because people keep recycling the entire base" -No.
ON ANOTHER NOTE: Bilebomb could use a serious buff. No, seriously, try to Bile ARCs nowdays. It's like 10 biles to kill something. And the AoE range has been nerfed to hell. Bilebomb attacking a base is not worth ANYTHING anymore. Unless the marines take a minute to respond, you're not going to down anything.
you want to know why alot of the time nobody bothers to defend ARC's in pubs ? Its because they are a clusterf#$k and an eyesore to be around. Every time i see an ARC ... i want to run in the opposite direction.
Maybe there should only be a limit on how many Bile Bombs can stack on a structure at a time or just buff Nanoshield to give more protection against them.
I lol'd
EDIT:
so that's about 50 arcs or so by the look of it. That's 50*15 res + the research and building cost... that's in the region of 800 resources right there. 800.
800
EIGHT
HUNDRED
If only Aliens had something similar. I guess you could say the onos and onos eggs, but as we all know new players arent aggressive enough and whips are pointless
Edit - A hard limit of 50 or so to save the server would be good, but nothing that limits gameplay like a 3-4 limit.
$0.02
Then expand this to everything. No Sentry, MAC or drifter limit either.
A limit on ARCs isn't to prevent 100 of them from rolling directly into the hive and destroying it. Its to prevent 10 from rolling directly into the hive and destroying it.
From the first shot, 10 ARCs will take 5 seconds to knock a hive from 100 to 0. I know we live in a new age of instant gratification and fast paced gameplay, but I think 5 seconds to destroy an enemies primary base is pushing it a little, especially considering that zero actual players are involved.
And if you think 10 ARCs is a clear sign that aliens are being bad, lets take a look at what we consider typical in a game of NS2.
Firstly, marines should always have more res nodes than the aliens. Apparently that is a prerequisite. Secondly, there are 9 extractors on an average map, which means that even if its split straight down the middle (unlikely), that's 5 extractors to the marines, which is one ARC every 18 seconds. 10 ARCs is far from unlikely, and almost a sure thing in a stalemate game, in which the marines can critical mass, but the aliens can't.
This kind of play requires no finesse, no skill, no forward thinking, no strategy.
5 seconds is too short. 2 ARCs per comm chair.
Using them as such sounds very cheap and unimaginative.
x => Concede !
How many bullets you got in a magazine?