What About Chamber 'exploits'?

killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Are they going to be fixed?</div> I heard stacking is being left in (which I hate, both as a marine and an alien. You cannot be onos and go through those things). What about blocking the door in ns_caged at ventilation, or putting towers under elevators?
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Comments

  • DreadDread Join Date: 2002-07-24 Member: 993Members
    edited March 2003
    This is truely an issue. Players(at least on alien team) should be able to get past chambers. I would suggest something that when Onos/Fade touches and runs towards the chambers, he can kind of "squeezes" slowly through them. This naturally makes you a bit defenceless but it would solve the issue.

    And elevators/doors should just damage everything, even buildings.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    I would leave it, But instead mappers should put holes in the elevators floor so instead of just building 1 chamber below it aliens have to invest in a WOL to deny marine access to the elevator.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--QuoteBegin--killswitch1968+Mar 2 2003, 01:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Mar 2 2003, 01:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I heard stacking is being left in (which I hate, both as a marine and an alien. You cannot be onos and go through those things). What about blocking the door in ns_caged at ventilation, or putting towers under elevators? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, Alien stacking is being left in. Since Marines were never supposed to be able to stack in the first place, it's being removed.
    Door blockage may be addressed, though I'm fairly certain that is a viable tactic... the aliens simply 'overgrew' the door. Much like Marines can weld open (and shut) passageways, the aliens can close off that approach. Not like the Marines can't, if they re-base in there, drop a TF in front of the door and weld the vent shut... it's a single-entry, defensible position for them.

    Towers under elevators has been deemed by the devs to be a valid tactic. Again, Overgrow. There are ways into every Hive so far that do not require the use of an elevator. Take the long way around, or set up a Siege and take out the stack. You have the tools. If it's worth the time to do it, is the real question.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I have a feeling that the door in Shipping Tunnel will be altered to add crushing damage, though that's manah's call of course. The elevator blocking in Nothing, IMO, is less of an issue; it takes a pretty large number of chambers to block either elevator, justifying the siege turret required to destroy them. The problem in shipping tunnel is that a single low-cost structure can block access by that route.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I've heard before that map entities aren't doing damage correctly to chambers and buildings, and that this will be fixed. It's sort of just hearsay, though, and I don't know what effect it will have. If I were to guess, though, it'll mean the end of door blocking and elevator stacking.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Oh, they do when the damage is defined. (swears at the blast doors at the bottom of the elevator outside the Marine base on Bast... tried to squeeze through as they were closing, as a Lerk and got crushed)
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Talesin+Mar 2 2003, 10:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Mar 2 2003, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, they do when the damage is defined. (swears at the blast doors at the bottom of the elevator outside the Marine base on Bast... tried to squeeze through as they were closing, as a Lerk and got crushed) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh, right, they hurt PLAYERS, but what about buildings? I've never seen it done, so I don't really know...
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    trigger_hurt doesnt affect buildings I think... Ive been having fun as a gorge tu throw down dcs in the marine spawn hole on nothing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    put down 8 DCs and a hefty load of ocs a bit around and you're set for a bit of laming, if they find you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--coil+Mar 2 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 2 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have a feeling that the door in Shipping Tunnel will be altered to add crushing damage, though that's manah's call of course. The elevator blocking in Nothing, IMO, is less of an issue; it takes a pretty large number of chambers to block either elevator, justifying the siege turret required to destroy them. The problem in shipping tunnel is that a single low-cost structure can block access by that route. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I would contest this, all a marine needs is his trusty welder, and you can kill any chamber that blocks that doorway. Besides, as you said Shipping Tunnel isn't the only route into Ventilation, welders and or jetpacks provide you with instant access. Some say that door blocking is a lama tactic, but as others have stated, its alien growth, which can block things. As for the wall's of lame that some gorges continue to build, well, I would emplore you to think about your teammates, and leave a path for the ono's and fade's to pass. Sure marines can jump over a one level OT base, but thats what webs are for. If you don't have webs, just build another OT or two a bit back, thats a sure way to catch those pesky hurdlers.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I hope they add graphics to the bottom of chambers. It looks kinda ugly to see a hollow chamber.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    i think that when a Wall of Lame is built that if it leaves no accesss for a onos to get through then the responsibilty should fall onto the gorge who built it. Thats there downfall, there helpful earl in the game, but in the latter parts they cause more trouble on the alien side than good. As for builddings taking damage, i'd like to see them be hurt by door closing and elevators, like in TFC on some of the maps, but ultimatley i think it should be up to the map maker.
  • DeeDee Canada Join Date: 2002-12-15 Member: 10836Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--TheHornet+Mar 2 2003, 03:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheHornet @ Mar 2 2003, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i think that when a Wall of Lame is built that if it leaves no accesss for a onos to get through then the responsibilty should fall onto the gorge who built it.  Thats there downfall, there helpful earl in the game, but in the latter parts they cause more trouble on the alien side than good.  As for builddings taking damage, i'd like to see them be hurt by door closing and elevators, like in TFC on some of the maps, but ultimatley i think it should be up to the map maker.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What I'd like to see in 1.1 is some way for the aliens to take down any chambers they've built. Whether the gorge's spitgun can damage chambers, or maybe the onos can devour them I think that'd get the job done. I don't think that aliens should get resources back after taking down a chamber though. Otherwise 1 gorge could build a bunch of cheap sensory towers, then a 2nd gorge can run up, take down the chambers, absorb the resources and then scurry off to build a hive.

    Also, it should take longer to take down chambers than it takes to build them. That way it'll make a (decent) gorge think twice before placing chambers.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Yes, an "Eat Chamber" option would be nice for the Gorge. I say give it time, it'll make it in.
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    <!--QuoteBegin--DeAtH_tO_gOrDoN+Mar 2 2003, 10:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeAtH_tO_gOrDoN @ Mar 2 2003, 10:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope they add graphics to the bottom of chambers. It looks kinda ugly to see a hollow chamber. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There <i>are</i> graphics on the bottom; look closer.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--coil+Mar 2 2003, 09:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 2 2003, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have a feeling that the door in Shipping Tunnel will be altered to add crushing damage, though that's manah's call of course. The elevator blocking in Nothing, IMO, is less of an issue; it takes a pretty large number of chambers to block either elevator, justifying the siege turret required to destroy them. The problem in shipping tunnel is that a single low-cost structure can block access by that route. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    a 10 res welder < the 14 res to block the shipping tunnel door

    there is a third secret way in though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    <!--QuoteBegin--RandomEngy+Mar 2 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Mar 2 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DeAtH_tO_gOrDoN+Mar 2 2003, 10:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeAtH_tO_gOrDoN @ Mar 2 2003, 10:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope they add graphics to the bottom of chambers. It looks kinda ugly to see a hollow chamber. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There <i>are</i> graphics on the bottom; look closer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    edited March 2003
    I kinda like the way you have to do either a human tower or weld to get into ventilation <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> .

    EDIT: And stacking should definately be left in, imo. It adds to the game. Building a proper wol (4 OCs, 2 DCs) is hideously expensive, so it's not like it's an small investment for a big return.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    i dont see the prob wit hstacking, there was a tiny gap in the fortification while i was an onos and i got thru <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It also adds to the element of surprise, round a corner that is blocked and you have to clear it, kinda like a mini infestation
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    The first time I ever seen a teammate gorge stack 8 OT, one right over another, I almost fell out of my chair laughing. I vote to keep them in as a elegible tactic.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Then you get into the topic of 'fallen stacks'.. the ability for a Gorge to build eight OCs and eight DCs in a space two chambers wide. No good for WOLing or sealing off elevators, but absolutely wonderful if you want a nasty surprise in a tight little package. (think a structure 2 chambers wide, fires 8 times, and can heal itself. Cost, 256RP)
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    edited March 2003
    <!--QuoteBegin--RuSh Of PeONs+Mar 3 2003, 12:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RuSh Of PeONs @ Mar 3 2003, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont see the prob wit hstacking, there was a tiny gap in the fortification while i was an onos and i got thru <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah it seems your collision box as an onos gets really small when crouching. If you crouch you can get through that hole in the elevator near the reactor room/ waste handling on tanith. It's funny because you look at it and would think it impossible. For getting by chambers though I would crouch beforehand then try to get through, seeing as crouching while you are on top of the towers will often get you stuck.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    The door in to messhall kills things too, I once killed a marine by parasiting the door control when I heard him, and the door slammed on him and killed him <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    edited March 2003
    Eh, I think it should be taken out.

    It's getting to the point where <b>every single</b> game I play on Caged, someone blocks the door to shipping tunnel. It's a given that the door will be blocked now, and most of the time it's too expensive or too much of a pain for Marines to work around it. The mapper intended that there would be two routes into the Ventilation hive -- Shipping Tunnel and the Weldable.

    I think those two routes should always be open for Marines.

    <i>edit:</i> Obviously by open I didn't mean "waltz-right-in-and-kill-our-hive" open, I meant open as in a viable attack location.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I like the stacking. It works. It also workd with the general theme - you'd kinda expect the evil alien infestation to foul up doors and lifts and stop them from working. It also works tactically - the kharaa rely on blocking off areas rather than laying traps. As for the Onos issue... 1: that's up to the gorge and 2: why can't you just evolve outside the WoL?
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    The biggest pain I find for blocking the elevators in ns_nothing (and the shipping tunnel door sometimes as well) is as an large alien (eg fade) trying to get by. There is nothing worse then haveing the only way to the marine side of the map be via the vent to cargo. Or the vent overhanging the triger hurt, not that it's at all easy to get into it as fade w/o falling into the pit (I've actualy never seen it done successfully from the pit side).

    We lost a game once becouse the gorge blocked both elevators. Then again the upgraded lerk spike might have enabled us to fight our way out of the vents. Duno since I've never played on a server where the aliens botherd to block the elevators since 1.04.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--coil+Mar 2 2003, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 2 2003, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem in shipping tunnel is that a single low-cost structure can block access by that route. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually they require two chambers at a minimum to 'block' entirely and completely. The common 'one chamber block' can be taken out with teamwork and some ammo at worst.

    The less common 'two chamber block' can be done so tightly the door doesn't even make the 'opening noise' when it starts to move though. But, at that point it's 28 res, almost enough for a lerk, so it's almost understandable.

    Though I'd really dislike if the folding door did crushing damage. Rotating doors doing crushing damage is just far too easy to get 'snagged on' as a player at times. Would be better if it just become a 'slide into the wall, platform raises up to meet you' type of door then, lose the ladder and permenant-high platform beside it.
  • AldarisAldaris Join Date: 2002-03-25 Member: 351Members, Constellation
    Personally I'd say leave it in, its never bothered me as a marine or alien and I rarely get stuck on anything

    Silly question but how can you take out a single chamber blocking shipping with a) welder or b) teamwork and ammo?

    Oh and what about skulks, lerks or anything else which can get ontop of the door from blocking it? what about stopping that?
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Duff-Man+Mar 3 2003, 02:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Duff-Man @ Mar 3 2003, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eh, I think it should be taken out.

    It's getting to the point where <b>every single</b> game I play on Caged, someone blocks the door to shipping tunnel. It's a given that the door will be blocked now, and most of the time it's too expensive or too much of a pain for Marines to work around it. The mapper intended that there would be two routes into the Ventilation hive -- Shipping Tunnel and the Weldable.

    I think those two routes should always be open for Marines.

    <i>edit:</i> Obviously by open I didn't mean "waltz-right-in-and-kill-our-hive" open, I meant open as in a viable attack location. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I used to do that all the time the first 2 weeks that ns came out... blocking the shipping tunnel... but as i played with better skulks.. i started building less and less... and i just focus on the hive....

    If i can avoid it... i dont build an oc or upgrade tower before the 2nd hive has started to build.. usually about 5 mins into the game.

    And most rines can get around that blockade anyways.
  • ainfectainfect Join Date: 2003-02-04 Member: 13102Members
    bah...marines should get hurt when they touch alien o towers. ffs they are spiked!

    besides that, nothing else to say on the subject.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--WolfWings+Mar 3 2003, 03:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Mar 3 2003, 03:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--coil+Mar 2 2003, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 2 2003, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem in shipping tunnel is that a single low-cost structure can block access by that route. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually they require two chambers at a minimum to 'block' entirely and completely. The common 'one chamber block' can be taken out with teamwork and some ammo at worst.

    The less common 'two chamber block' can be done so tightly the door doesn't even make the 'opening noise' when it starts to move though. But, at that point it's 28 res, almost enough for a lerk, so it's almost understandable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A single chamber can block the door so it doesn't open at all. How do you take it out with teamwork and ammo if the door is shut ? Or a welder, unless the welder will do damage thru the door.

    If you haven't seen a single chamber complete block your gorges aren't building the chamber in the right place.

    A bigger 'problem' exists however. Aldaris is the first person I saw blocking the door as a skulk. Is that being fixed ?

    Else even a siege is no good and it's not a commonly known trick ATM. On the one hand its usually only done till a gorge can block it but it prevents a couple of marines goin to shipping specfically to prevent it being blocked.
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