Arguing for a limit on arcs for server performance reasons is a moot point.
The comm can build as many armouries, arms labs, observatories, etc as he likes. The Khamm can put down many, many cysts (which are a huge load on the server), and of course all the other buildings, too.
This is essentially 1 known case where, on some server somewhere, about 50 arcs were made. This is not a frequent occurrence, and clearly wasn't intended to crash the server - in any case, if it was intended to crash the server and an arc limit was set, the comm could have spammed armouries or other buildings to achieve the same effect instead.
This simply isn't an issue!
Isn't there a limit on the amount of buildings you can place in a room? I know there is for aliens.
i think there should be a limit to the damage output of arcs just like there is a limit to the heal out put of crags stacking wise, i also think there should be a game cap on macs of like 5, no more no matter how many robotics factories you build
i think there should be a limit to the damage output of arcs just like there is a limit to the heal out put of crags stacking wise, i also think there should be a game cap on macs of like 5, no more no matter how many robotics factories you build
Maybe I'm wrong, but isn't there already a cap on MACs?
On a reiterating note of what the OP originally intended this discussion to be about, the issue is NOT about having a Hive filled to the brim with more Siege Projectiles than Alien Goo within the span of 0.000004 seconds. The issue is server stability and overall enjoyability of the game. Whether you're dealing with a Marine Commander who's got too much time and resources on his hands that he has to build 25+ ARCs to crash the server to feel like he's accomplished anything close to achieving long term satisfaction (other than getting a girlfriend; for all you fellow gamers WITH girlfriends, you are excluded from that insult), or a Khamm with 3 shades pumping out Onii/Fade Hallucinations and sending them straight into the Marine Base to lag out the enemy instead of finishing them off, at the end of the round you still have a crashed, now defunct and empty server that's NOT full of people that are pissed off and want to kill something either labeled TSF, or smells like a rotting fish that's left overnight in an industrial plant (ie. the point of the game).
All of you trolls who're watching your favorite pasttime die before your eyes because someone with sense came on the forums to bring up a reasonable complaint, I have some advice for you: find something better to do with your time, like milk this feature for as long as you can before it's fixed by the Dev's. Because like it or not, this is really fucking annoying when it happens, and I'd welcome a hotfix with open arms that limits the amount of ARCs/Hallucination entities in a round simply so that the people running servers don't get screwed up the ass with bandwidth costs, and having their populations wiped off the map by an ARComic Bomb.
You think it's annoying, I think it's hilarious as hell. Nothing better than winning a game with 50 drifters eating the CC.
The server crashing is just a scapegoat for not having a sense of humor or being able to put up with something that happens 1 out of 1000 games. I kid! (Mostly.)
If you're really on about performance, fine, put a 40 ARC cap. But the thing is, you're not happy with that, are you? Most people for the cap are talking about "5 per CC" or something like that. They're not talking about performance. They're talking about the amount of ARCs they feel comfortable dealing with. They're talking about game balance, not server/client performance. In other words, they're biased as hell.
One important question remains though: HOW MANY ARCs is that? I tried to count, there's atleast 40? 50? The models are pretty much infused together.
I think there is some merit in limiting the number of arcs that you're able to produce. It's kind of silly to be able to make enough to crash a server.. maybe limit it at 20? That would give you the ability to simultaneously siege 4 locations at once with 5 arcs in each location.. it's more than enough and probably more than has ever been used in a serious match (i.e. non troll match).
I have played several serious matches with more than 20 arcs in use at a time. 5 arcs doesn't do squat against a good alien team on higher-player-count servers.
Bile bombs! This is an excessive amount indeed. You won't see this many in a 'normal' game - there's never that many resources available to a team. If there are, the game will end way before the comm can build this many. The only way to get to this point, is by dragging out the game unneccesarily (/intentionally). So, not a problem.
True, But they should still have a limit reguardless. A decent limit like 6 or something
If arcs get a limit then so should the whip marches (if they don't already have one).
Just go play on another server
Whips cannot take out a comm chair from another room...
And ARCs can't kill players and teleport around the map.
What's your point?
My point is; why do whips need a limit just because arc do?
Whips have a completly different purpose and use than arcs.
Comparing apples to oranges.
Not when they do the whip march it is to kill the com chair and there is usually a crap load of them. They do kill players at the same time (which arcs do not) so I think it makes them equal if not more deadly than the arcs To be fair to the marines you'd have to limit the whips in return. I don't see why one team should have to suffer, make it fair for both and then let them duke it out.
BTW, let it be known I am not advocating for limiting either.
@ SUPER_GORGE, I did not say what you quoted me as saying in your post... that was strofix.
@ strofix, whips can be uprooted and walk/move around like arcs do.
How often have you seen aliens win by marching whips into the marines base, infesting it enough to be able to root the whips and have it destroy the CC? And then be able to do the same thing to the next CC if there is one?
I think I have seen this only once and it only happened because the marines were turtling something fierce.
The problems with Arc is that there isn't anything required for marines to have them roll into a hive with 5+, deploy them and take out the hive before aliens even notice or have a chance to stop them.
If you try this same tactic w/ whips, I guarantee at least one marine is going to notice the cysting going on in base long before the whips can get there.
Oh and Arc's do kill players in a way, they kill eggs which prevents aliens from spawning which is worse IMO.
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Given that it's not especially hard to crash the server with large ARC numbers I think it probably is something that needs to be looked at. The maximum number ought to remain fairly high, though, as the game is poorly served by putting arbitrary restrictions on the winning team as to how hard they're allowed to win. Early success needs to be rewarded with with advantages later on, and if we limit how much you can spend your res on one of the best ways to break a stalemate those games are going to be a lot less fun.
Latest change in Sewlek's balance mod: ARCs now need to be manually deployed by a MAC or marine once they arrived. So aliens can counter an ARC train by killing the escort before it sets up. And the more ARCs you have, the longer it takes you to deploy them all. Really intrigued to see how it plays out.
Latest change in Sewlek's balance mod: ARCs now need to be manually deployed by a MAC or marine once they arrived. So aliens can counter an ARC train by killing the escort before it sets up. And the more ARCs you have, the longer it takes you to deploy them all. Really intrigued to see how it plays out.
sounds like I game I once played where you could build siege towers from turret factories... I like it.
I really can't understand how the marines ended up building that many, what were you doing? Giving them resources somehow?
'It's not counterable' isn't really an argument, it is counterable, it's entirely contingent on you not playing at all for about an hour and letting the marines do nothing but build arcs.
I suppose a limit to prevent server crashes may be appropriate, but this seems like an unbelievably fringe case, you could do it with any marine or alien building.
Comments
Isn't there a limit on the amount of buildings you can place in a room? I know there is for aliens.
Arcs need a limit, anything more than ~5 is not needed and simply stacks the damage too much.
Even a good side will struggle to take down 10+ arcs.
Maybe I'm wrong, but isn't there already a cap on MACs?
All of you trolls who're watching your favorite pasttime die before your eyes because someone with sense came on the forums to bring up a reasonable complaint, I have some advice for you: find something better to do with your time, like milk this feature for as long as you can before it's fixed by the Dev's. Because like it or not, this is really fucking annoying when it happens, and I'd welcome a hotfix with open arms that limits the amount of ARCs/Hallucination entities in a round simply so that the people running servers don't get screwed up the ass with bandwidth costs, and having their populations wiped off the map by an ARComic Bomb.
The server crashing is just a scapegoat for not having a sense of humor or being able to put up with something that happens 1 out of 1000 games. I kid! (Mostly.)
If you're really on about performance, fine, put a 40 ARC cap. But the thing is, you're not happy with that, are you? Most people for the cap are talking about "5 per CC" or something like that. They're not talking about performance. They're talking about the amount of ARCs they feel comfortable dealing with. They're talking about game balance, not server/client performance. In other words, they're biased as hell.
One important question remains though: HOW MANY ARCs is that? I tried to count, there's atleast 40? 50? The models are pretty much infused together.
I have played several serious matches with more than 20 arcs in use at a time. 5 arcs doesn't do squat against a good alien team on higher-player-count servers.
True, But they should still have a limit reguardless. A decent limit like 6 or something
How often have you seen aliens win by marching whips into the marines base, infesting it enough to be able to root the whips and have it destroy the CC? And then be able to do the same thing to the next CC if there is one?
I think I have seen this only once and it only happened because the marines were turtling something fierce.
The problems with Arc is that there isn't anything required for marines to have them roll into a hive with 5+, deploy them and take out the hive before aliens even notice or have a chance to stop them.
If you try this same tactic w/ whips, I guarantee at least one marine is going to notice the cysting going on in base long before the whips can get there.
Oh and Arc's do kill players in a way, they kill eggs which prevents aliens from spawning which is worse IMO.
But they can do absolutely nothing without the presence of a very static, very weak structure.
They are res sink equivalents
sounds like I game I once played where you could build siege towers from turret factories... I like it.
'It's not counterable' isn't really an argument, it is counterable, it's entirely contingent on you not playing at all for about an hour and letting the marines do nothing but build arcs.
I suppose a limit to prevent server crashes may be appropriate, but this seems like an unbelievably fringe case, you could do it with any marine or alien building.