How are we suppose to rush TFs in 1.1 if they shock us to death? I suggested to voogru that he code it so 9 turrets are limited within the radius of one TF. Can we expect to see turret limitations in 1.1?
Same way we do everything else, strike and run back for healing and comeback aim for the guy welding your damage away then hit the tf a little more, lather, rinse, repeat.
I think this is intended to fix the situation tfs are in at the moment. Unless a tf is built half into the corner of a wall its usually possibly to get in a position to bite it and not get hit by the sentries, if its not surrounded from all directions. Even then once one turret is taken down one face of the tf is safe to bite therefore nullifying totally all remaining turrets.
I dont see the need really, there is already mines in the game which reinforce tfs perfectly well. I can see this being just a novelty to marines and annoyance to aliens.
<!--QuoteBegin---_Phoenix_-+Mar 27 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Mar 27 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In all these 'OMG111 Teh toattly untested proposed idea for TF sucxzzz' no-ones mentioned you could just lerk spike the damn thing... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> dude, you lerk it all you want. What I am talking about is those skulks who rush in in groups to processing and lose half their life just making it to the TF. You lerk processing with me as marine/commander, then we will talk.
The problem with TF and turrets as I see it now is that they are EXTREMELY weak when in a low number. However as the number increases < 4 the farm becomes extremely powerful for skulks...
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
Skulks shouldn't take down strongpoints on their own. They should either hit it as a concerted group, (with a Gorge providing mobile healing outside LOS of the turre<b>n</b>ts, or mobbing it en masse so it dies <b>very</b> fast.
<!--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-->How are we suppose to rush TFs in 1.1 if they shock us to death? I suggested to voogru that he code it so 9 turrets are limited within the radius of one TF. Can we expect to see turret limitations in 1.1? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Aww, cry to mummy. Please give me a break. And while we're at it, cut the developers some slack. i think they're fairly aware right now that turrets have become basically useless. Even for holding a position they are useless. Why? Because that one lovely weak point in the whole defense that 1 2 res skulk can nail rendering an entire 60+ res defensive network a complete waste of time and resources. So go ahead. Get good ol' voogru to help you poor aliens. Because *wow* I'm going to actually TRY the new upgrade before claiming that tfs are now invunerable. My god! You might have to try some teamwork!
So far it's the one or two lerks who whip out my whole network gaurding a hive...node...control point, etc. So...oh my god...I can't rush the TF any more as a skulk over and over. Tell you what, I'll wait till the patch is released...then I'll decide...works so much better when i can try it before I slam it.
Yes, anyone see that april fools, that one got me good.
Btw coil, wany particualr reason its WTH? MEH SPL33N?! and not something like WTH! MEH KIDEY?! or like wise?
(only asking because I've actually had my speel removed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
<!--QuoteBegin--Ollj+Apr 1 2003, 05:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 1 2003, 05:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> stop discussing about not released ballance problems. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I second this. Why **** about something that has not even been through playtesting.
You're right guys, it hasn't been playtested, and I am sure they will have the option to turn it off. It is a nifty idea, and I was stating my concerns about its existence in NS.
I think the NS Team wants what we want...a good game. If it is a good addition, I will adapt myself to liking it I am sure.
No complaints, just concerns. I wanted to hear feeback about what the testers/developers/gamers saw as solutions to defeat one of these tulsa TFs
Besides all these vaild points, do you know how much damage it will do? are you assuming the tf will become a high voltage generator? It will probably be a taser like shock you get from touching the thing, and besides; SKULKS CAN BITE WITHOUT COMING IN CONTACT WITH THE TF!
Would things not in conact with the ground be affected? If so why? Is it a "field", rather than pure electricity? Will alien biology be affected by electicity?
Who knows.
Its not in the game as yet, so no amount discussion will change anything prior to playtesting.
Ask me no questions, and I'll tell you no lies......
<!--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-->SKULKS CAN BITE WITHOUT COMING IN CONTACT WITH THE TF!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> -[-sH-] Lerk Master: This thread.
<!--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-->Yep, there's a visual indication when electrified. When an enemy gets to close, he also gets hit with lightning and a zapping sound is played.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> -Flayra: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=27834' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=27834</a>
Methinks that would indicate the tf would have a short range shock, so you shouldn't be able to bite at range without getting shocked.
anyway... stop posting problems about stuff that hasn't had the specifics decided on... or even decided on whether it's implemented.
<!--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-->Btw coil, wany particualr reason its WTH? MEH SPL33N?! and not something like WTH! MEH KIDEY?! or like wise?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> -see-you-in-disney-land: This thread.
I'm not sure... but at a guess it may be in relation to... *finds link* <a href='http://www.stripcreator.com/view.php?author=MonsE&ID=91671' target='_blank'>http://www.stripcreator.com/view.php?autho...=MonsE&ID=91671</a>
You need like....8 turrets to make it skulk proof for hit and runs.And thats only for 1 skulk.
2 res skulks were NEVER meant to kill 100+ res defence on their own....NEVER.The same way a 0 res marine was NEVER intended to kill fades on their own.
In 1.1.,turrets MIGHT be useful again,and thats a GOOD thing.
Usually, marines are better than 1-hive aliens, and worse than 2-hive aliens (because, if aliens get fades, it's usually before marines have significant upgrades). The electrified tf will make life even harder for hive 1 aliens, while hive 2 aliens will not be harmed much (assuming acid rocket spam and not claws).
No more two skulk rushes though. I could run around distracting all the turrets I want, while my friend gets slowly turreted/shocked to death.
It will make for a good team-oriented strategy. I bet we will be seeing a lot more lerks. Consider lerks will be easier to control...and don't they do more damage too?
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
Flayra has his grand vision of NS, and electrified TF's might be in it, we can wait for 1.1 to see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> and besides consider this "FLAYRA! why did you build sensory first?!" "cause it's my game" and he can do with it wh@ he pleases, and I for one will go along w/ it
Comments
I dont see the need really, there is already mines in the game which reinforce tfs perfectly well. I can see this being just a novelty to marines and annoyance to aliens.
dude, you lerk it all you want. What I am talking about is those skulks who rush in in groups to processing and lose half their life just making it to the TF. You lerk processing with me as marine/commander, then we will talk.
Aww, cry to mummy. Please give me a break. And while we're at it, cut the developers some slack. i think they're fairly aware right now that turrets have become basically useless. Even for holding a position they are useless. Why? Because that one lovely weak point in the whole defense that 1 2 res skulk can nail rendering an entire 60+ res defensive network a complete waste of time and resources.
So go ahead. Get good ol' voogru to help you poor aliens. Because *wow* I'm going to actually TRY the new upgrade before claiming that tfs are now invunerable. My god! You might have to try some teamwork!
As to the poster's question: if it's unbalancing or if it just sucks, it won't make it to release. That's what playtesting is for.
**** released, it ain't even been friggin' tested yet.....
Btw coil, wany particualr reason its WTH? MEH SPL33N?! and not something like WTH! MEH KIDEY?! or like wise?
(only asking because I've actually had my speel removed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
I second this. Why **** about something that has not even been through playtesting.
I think the NS Team wants what we want...a good game. If it is a good addition, I will adapt myself to liking it I am sure.
No complaints, just concerns. I wanted to hear feeback about what the testers/developers/gamers saw as solutions to defeat one of these tulsa TFs
You risk exposing yourself to turrets, a smart commander could handle that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Who knows.
Its not in the game as yet, so no amount discussion will change anything prior to playtesting.
Ask me no questions, and I'll tell you no lies......
-[-sH-] Lerk Master: This thread.
<!--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-->Yep, there's a visual indication when electrified. When an enemy gets to close, he also gets hit with lightning and a zapping sound is played.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
-Flayra: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=27834' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=27834</a>
Methinks that would indicate the tf would have a short range shock, so you shouldn't be able to bite at range without getting shocked.
anyway... stop posting problems about stuff that hasn't had the specifics decided on... or even decided on whether it's implemented.
<!--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-->Btw coil, wany particualr reason its WTH? MEH SPL33N?! and not something like WTH! MEH KIDEY?! or like wise?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
-see-you-in-disney-land: This thread.
I'm not sure... but at a guess it may be in relation to... *finds link* <a href='http://www.stripcreator.com/view.php?author=MonsE&ID=91671' target='_blank'>http://www.stripcreator.com/view.php?autho...=MonsE&ID=91671</a>
2 res skulks were NEVER meant to kill 100+ res defence on their own....NEVER.The same way a 0 res marine was NEVER intended to kill fades on their own.
In 1.1.,turrets MIGHT be useful again,and thats a GOOD thing.
It will make for a good team-oriented strategy. I bet we will be seeing a lot more lerks.
Consider lerks will be easier to control...and don't they do more damage too?
and besides consider this
"FLAYRA! why did you build sensory first?!"
"cause it's my game"
and he can do with it wh@ he pleases, and I for one will go along w/ it