8-defense Chambers + 8-movement Chambers?

BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
I was just rereading the whole changelog and the thing that bugs me the most is the movement chamber giving more energy.
Now, let's just imagine there's 3 fade's sitting next to 8 defense chambers and 8 movement chambers.
Do you know how impossible it will be to kill them while they'll be spamming you and everything around you nonstop?
That's like giving an Onos infinite charge or Lerk's infinite spore's!

Comments

  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    if marines let aliens to put all these chambers in such close proximity, they deserve it!

    ...on the other hand, just make a seige and watch fade die
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=27375&s=' target='_blank'>http://www.unknownworlds.com/forums/in...&f=1&t=27375&s=</a>
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    yea that thread was closed.

    but since chambers can be tweaked easily im sure Flayra will have it so only 1 movement provides a boost to energy. so if some silly gorge builds 8 of them only 1 will affect the alien, thus not giving the alien an unlimited supply of energy for certain weapons.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    edited March 2003
    I'm sure the Dev/Playtesting Team will work something out to prevent it.

    EDiT: Grammer error that completely threw off what I meant. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Raiden333Raiden333 Join Date: 2003-03-22 Member: 14770Members
    Sad that so many people neglect the grenade launcher.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    ya those grenades can go flying around any corner
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    wow you mean coms will actually want to siege and drop GLs? OMG!
  • emc256emc256 Join Date: 2002-12-15 Member: 10833Members
    Even worse... 2 sensory + some movements + some def...

    Bob: Wow Joe! Check this out! Fades that can take a two full HMG clips + four grenades and spam 24/7/365!!! I don't see any buildings, Joe!

    Joe: Neither do I bob

    (Joe and Bob die)
    (Joe and Bob respawn)
    (Joe and Bob die)
    ...

    Ah heck, by then the aliens have 3 hives so they probably deserve something like that.

    Not complaining, just wondering if that can happen.

    At least it'll offset the electrified TF's... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FooshieFooshie Join Date: 2002-11-01 Member: 2820Members
    its realy hard to not die with a gl when 3 fades are launching a constant barrage of acid rockets at you. same goes when trying to build a seige. i think this feature and this feature alone are what will be the new implamentation for shortening games by 11 minutes.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Madjai+Mar 26 2003, 10:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Mar 26 2003, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea that thread was closed.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *ahem* A thread that is closed is probably closed for a reason. Making another identical thread will succeed only in frustrating the admins.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Fooshie+Mar 27 2003, 04:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fooshie @ Mar 27 2003, 04:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its realy hard to not die with a gl when 3 fades are launching a constant barrage of acid rockets at you. same goes when trying to build a seige. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Except the GL can bounce around corners unlike the acid rockets and the siege can shoot through walls. Or are you planning on letting 4 fades surround your base and a gorge build these 16 chambers between them all while you sit and watch?
  • DervishDervish Join Date: 2002-11-01 Member: 2423Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Or are you planning on letting 4 fades surround your base and a gorge build these 16 chambers between them all while you sit and watch?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Never underestimate the power of 4 good (read: smart) fades with a competant gorge for support, young padawan... Every now and again, there's absolutely nothing you can do to *stop* being trapped in base. 'Specially on pubs; but sometimes even between clans and/or good players in general. Case in point - ns_nancy. It is REALLY easy to lock marines in base, depending on skill levels involved.. especially with tier 2 and above aliens. Upgraded LMG may be > fade; team-charging may be > fade; but I'm sorry, upgrades or not, multiple fades + gorge > virtually ANY amount of marines.


    That aside, my take on the 'movement chambers giving adrenaline within radius' issue is that the adrenaline will probably *not* stack with multiple chambers. Nor will it probably have any effect on those who already chose the 'adrenaline' upgrade. It WILL matter however to those who choose silence or celerity, as they will effectively have 2 upgrades simultaneously while around mov chambers. Frankly... I think that could be pretty sick. ~L~ Celerity fades are bad enough as it is... but now they can spam too if they need to? Heh.. I think it will be fun to see. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> If nothing else, the changes in 1.1 will be interesting!
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    16 x 14 = 224
    3 x 58 = 174
    162 + 224 = 398

    And your saying that amount of res spent shouldnt be able to stand up to a lot of punishment?

    Marines counter:
    20 + 25 + 25 + 25 = 95

    That is a lot cheaper...........(TF + upgrade + 2 sieges)

    OR

    33 + 33 + 1 + 1 = 68

    2 GLs, again, a LOT cheaper
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Gorges bulid o/d's hella fast.

    And what' i've noticed that really sucks is that:
    If a gorge plops an O chamber and while it's building...u fail to take it out..but it was at Red..when it fully completes..it's at full HP..i think that needs to be changed =\
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Ahnteis+Mar 27 2003, 02:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 27 2003, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Fooshie+Mar 27 2003, 04:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fooshie @ Mar 27 2003, 04:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its realy hard to not die with a gl when 3 fades are launching a constant barrage of acid rockets at you. same goes when trying to build a seige. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Except the GL can bounce around corners unlike the acid rockets and the siege can shoot through walls. Or are you planning on letting 4 fades surround your base and a gorge build these 16 chambers between them all while you sit and watch? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Defensive chambers are always built outside of siege range. Usually the gorge will try to build as close as possible, but if there is siege they just build a little ways back so they can fall back and heal. If you have something against that then I'm afraid you gotta reevaluate your alien skills.

    ...this has nothing to do with the proposed movement chambers though. Oh well, if yuo liek theorycraft...
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    ^^^

    Hey Zerg!!!..I think I played a few games with ya. Just wanted to say those games where hella fun..hehe..Especially the one on Hera where I actually owned most of the alien team lol..until the Onos' hehe..


    (Sorry for going Off-Topic)
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Yup - chambers usually are built outside of siege range. Which is usually around a corner from the base prohibiting shooting straight in from the safety of D+M chambers.

    If not, (as mentioned) marines will have to invest in some HA+GL. (Compare costs as someone else did.)
  • megatoastmegatoast Join Date: 2003-03-16 Member: 14567Members
    I have tested the tactic of sieging a healing station and its very hard unless you have at least 2-3 sieges shooting like mad...

    A healing station does exactly that. HEALS. 8 DCs will heal each other and the OCs around em faster than the siege can kill em. even if there is a fade there he will be healed in no time.

    chances are that when the enemy team has that many people outside your base and fades and all, your res towers are limited to the one you have in base... chances of you getting both GL and upgraded TF+3 sieges is slim.

    Marines have no hope of rushing the healing station due to the 3 fades sitting on it.

    The other thing is even IF only ONE MC gives adrenaline to the fade its still good. If that fade has adrenaline already then he potentially has an unlimited supply of spam... soooo that goes out of the window.

    Sensory chambers cloaking hives:

    Not very smart...because of::

    A) Commander can scan em and scan uncloaks stuff
    B) Even IF cloaked, hives are hard to miss due to the *bu-bump. bu-bump* sound they make
    AND
    Shoot at the area its meant to be in... if its bleeds then chances are that there is one there... keep at it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited March 2003
    OK.

    - Does the effect stack with multiple chambers ?

    - How many aliens can a MC effect ?

    - Does it effect an alien with adrenaline ?

    - How big a boost is it ?

    - Is a max number of chambers in close proximity limit going to be introduced for MCs a la DCs and OCs ?

    Now, ladies and gentlemen, these are the critical questions, and do we know the answer to ANY of these questions ? No.

    Until we do we can't have a reasonable discussion about it becasue its all conjecture. Hell, res cost for chambers might have gone up (or down) for all we know. I'm sure the PTs will quickly discover if its overpowered. Have faith.

    Edit: Ok, know-it-all wolfwings <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Just never had cause to build that many chambers other then OCs/DCs next to each other.

    Edit2: My brains just caught up with me. 832 res to defend PS ? You don't do things by halves do you ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin---_Phoenix_-+Mar 27 2003, 02:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Mar 27 2003, 02:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Is a max number of chambers in close proximity limit going to be introduced for MCs a la DCs and OCs ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This limit is the same for ALL chambers already, hon. 8 chambers in a given range of any one type. Sensory, Movement, Defense, and Offense all have this identical limit.

    I should know, my method of 'sealing' power silo takes exactly 64 chambers, 32 on each side. :-)
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    <!--QuoteBegin--megatoast+Mar 27 2003, 05:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (megatoast @ Mar 27 2003, 05:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> chances are that when the enemy team has that many people outside your base and fades and all, your res towers are limited to the one you have in base... chances of you getting both GL and upgraded TF+3 sieges is slim.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In that scenario the marines have already lost the game... its a pointless example.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Erm, Gorges build Defense Chambers fairl slow in my opinion. Compared to Offense Chambers and Move Chambers they build quite a bit slower. Sensory chambers are another thing however.
  • MobJusticeMobJustice Join Date: 2002-12-23 Member: 11401Members
    Um, in your examples where aliens have the time and res to build these massive 8/16/32 chamber Healing Death Zones, why wouldn't the marines have HA with GLs and HA/HMGers covering them?

    Oh, it must be a pub.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Um, in your examples where aliens have the time and res to build these massive 8/16/32 chamber Healing Death Zones, why wouldn't the marines have HA with GLs and HA/HMGers covering them?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Because this whole thread is yet another of those more and more common brainless and senseless examples of rediculous comparisons based on rumours.
    On the one side gameplay in 1.1 will completely change, so you can't just pick out one changelog message and apply it to a 1.04 game situation. On the other side it does not make you look very bright if you complain that you can't lmg-rambo 200+ rp structures and several high evolved aliens.

    So a little suggestion to all who do not want to look like a complete fool:
    - Don't discuss things you can't know yet.
    - Don't compare apples with eggs.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Just give every are secondary chamber limits. Like 15 secondary chambers/are only. So you have to decide what chambers you really want to put in that area.
  • megatoastmegatoast Join Date: 2003-03-16 Member: 14567Members
    Apples > eggs
    Tis clear.

    Ahem... A chamber will affect anything and any number of stuff around it... as far as i know ther is no limit on the number of objects it can affect. OOO and... it is hard to siege 8 DCs all healing. - just in case you dont know... dont try it unless u have 4 sieges or so.

    rah
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Im sure it has been tested so it can be viable 1hive, but not in such a way as to crush the reens.
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