Getting On Top Of The Hives

Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
I was in a server the other day and us aliens were down to our last hive barely holding out. Along comes a guy with a jetpack and an HMG, gets on top of our hives and blows it to hell. After we lost everyone was in the ready room bitching, moaning, and whining that the said player was exploiting and that it was an exploit to get ontop of the hive. Personally i think it is not, and another guy was saying that it was and 1.04 was going to fix it and stuff.

I'm new here and this topic has probobly been beaten to death...i looked but didn't find another topic about this, so i'd prefer you save your "LOOK FOR THE TOPIC N00B!!" <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> and either don't reply or a simple yes/no answer.

Thanks.

Comments

  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    No, it will not be fixed in 1.04.

    I am considering placing clip brushes in my map, as I see it a little unfair that the marines get to place Turret factories and com consoles in positions that prevent anyone getting behind them. but the aliens have almost no way to get up there to even attack the guy, withough him seeing them and getting plenty of time for a shot.
  • JKooLJKooL Join Date: 2002-12-24 Member: 11492Members, Constellation
    The bad thing about bringing up something like this is you'll get 50% posts arguing for, and 50% arguing against. There will be no rest to this topic. Personally, I see it as a valid tactice. It's not done very often. And in fact, I've even tried it myself - unsuccessfully. I managed to unload a clip of HMG and about 15 seconds of weld before they got me, and I still didn't manage to take down the hive.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    So, I see it as a valid last ditch effort to try and take out a 2nd or 3rd hive.

    -JKooL
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    More raves and rants can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=18453' target='_blank'>in this active thread</a>.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    It's a tactic if the mapper allows room above the hive. If there *is* room above the hive, I suggest that the mapper also make that area easily accessible by wall-climbing. An example of how *not* to do it is Eclipse Command - there is room on top of the hive, but the room architecture prevents skulks from climbing up to take out a marine there.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Get enough skulks together and parasite em to death <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    lol

    BlueGhost
  • NYN-XNYN-X Join Date: 2002-12-31 Member: 11691Members
    I have a friend who is very good with the jetpack who took out our second hive twice in a row in this fashion and we couldn't do anything about it because he would hover midway between celling and floor everytime anyone came along to try to kill him, strafeing in circles and shooting us with his HMG. This was at the Ventilation hive on that map where the other hives are Sewer and Generator (forget the name, but it's a personal favorite). Even with leap I couldn't hit him as a skulk and he surprised us the first time so no fades could get there in time, and the second time we had no more fades. Personally I think jetpacks in general need to be looked at, as a good player with a jetpack is invincible against everything but a VERY good lerk or a fade, and if they are VERY good with the jetpack like this friend of mine they can hover near the middle of the larger rooms and fades can't hit them with splash damage. Yes, I'm aware that the jetpack doesn't have unlimited fuel, and they have to land occasionally like a lerk to regen, however this friend of mine was able to stay airborne long enough to kill several skulks at once all of wholm were jumping around like mad makeing us hard targets (took him at least 30 seconds, probubly more). He was tapping the space bar enough to stay in the air but not useing alot of fuel in the process. I've seen plenty of marines do this, and while I concider myself a fairly good skulk (have gone 20-2 and better before as a skulk only) even marines who are bad at levitateing with the jetpack are very hard to kill.

    I know, I'm rambleing, and I know marines are gonna come up with some excuse or way to beat this with 2 hives (though I highly doubt they can come up with one for 1 hive, and don't say lerk, cus with 1 hive a lerk is a joke). Also I don't nessasarilly mean that the marine has a HMG, this can be used to good effect even with a pistol or LMG. My point is, why should marines be able to be far more mobile than a lerk while possessing heavyer armor and far better firepower? My segestion is to lower the amount of time the marine can stay aloft based on what weapons they are carrying, specifically HMGs, Shotguns, and grenade launchers. This of course won't fix the problem as a marine with level 3 upgraded armor and level 3 upgraded weapons is going to be deadlyer with a jetpack than an unupgraded HMG marine, however it should help somewhat.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    <!--QuoteBegin--coil+Jan 12 2003, 11:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 12 2003, 11:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's a tactic if the mapper allows room above the hive. If there *is* room above the hive, I suggest that the mapper also make that area easily accessible by wall-climbing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think once cieling-surfing is fixed it will be less of a problem... but wouldn't the ns_nothing Power Silo hive be a candidate, given the rough edges? You can get up as a skulk, sure, but it's sometimes tricky... And the Great Viaduct hive is just so damn BIG... <ramble ramble ramble>
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Why didnt you build oc in your hive? If a jetpacker can fly around your hive your gorges did a very bad job setting up defenses. I always build 2-3 oc in the hives so that jetpackers have a very hard time to kill the hive. And if they are on the hive a simple skulk can take them out easily. The only time we lost against a jetpack attack was when the hive was undefended and no one got to the hive to kill the jetpacker cause they were to lazy to go back.
  • DarkWingsDarkWings Join Date: 2003-01-11 Member: 12174Members, Constellation
    I agree completly with coil. If there is room for marine to get up there, make it possible for skulks to actually get up there and chomp him up. Either way, it doesn't matter.
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
  • LinkLink Join Date: 2002-10-16 Member: 1510Members
    Unless the marines go straight for jets, it is usually the last thing they get, so by then you should have a few res floating around, so climb onto the hive, gorg and build a few OCs on top of it. If there is room for the jet packer, there is room for the chambers, and they are a pain to kill as the hive will heal them.

    This tactic was used against me once, we were losing so the comm gave me a JP and a HMG, and I jetted off to sit on a hive. As I climbed up to the top I realised there were 3 OC's on top, and reacted slowly as I was NOT expecting them, and they killed me.

    The point is simply that instead of complaining about things like this, you should learn to counter them with good tactics.

    Anyway...

    Link
  • SemperFiSemperFi Join Date: 2002-08-02 Member: 1049Members
    use a welder its much better.
  • pantspants Join Date: 2002-12-20 Member: 11188Members
    at the start of the game i just climb up there, go gorge and make a couple of OCs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    edited January 2003
    skulk > climb > gorge.

    And a marine that stays in the air is more annoying then one on top of a hive. atleast the skulks have a chance when theyre not airborn
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    The best tactic is to build multiple DCs near the hive, about 5. That way, it'll take an extreme amount of time to kill the hive with one jetpacker, should be enough time to skulk him to death, burn him with acid, etc.

    As for killing the flying jetpacker, I suggest using a lerk, it's really hard as a skulk. Even 1-hive lerks stand a good chance against flying hmg/jetpackers. You just need to stop trying to fly and bite and go anti-air against him, spikes being hitscan and all, with some accuracy, you should gun him down.

    Also, build OC's in the hive location will do very little except discourage the jetpacker to a) slow down or b) land. Otherwise, the OC's inaccurate flying will do little.

    Also, if your a gorge with the 2nd hive, then you can web the jetpacker out the sky or web the vent he came into (most jetpackers hit the hive and run).

    But, as a consequence of not building defense chambers to increase the hives life-time, a jetpacker will have little trouble welding it.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    yes i agree with u all that to stop the JP'er build DC and OC's near and around the hive and entrances.If u can block off a entrance in time this will stop them coming that way.
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