Using Ccs To Block Vents
Alien_Bob
Join Date: 2002-11-11 Member: 8185Members
<div class="IPBDescription">very lame</div> Played a game last night where someone used an extremely effective, but also extremely cheap and lame tactic. The map was Bast, and in the Tram Tunnel outside Feedwater there is a vent in the ceiling.
For a skulk, it provides a fast route to the Engine Room area. A few minutes into the game I ran up into the vent only to discover it had been blocked by a Command Chair, and the marines were quickly building a TF and siege cannon behind it.
The skulks did their best to chomp through it and attack the other end of the vent, but they started sieging Feedwater before we could do much damage, and that was the end of the game.
Obviously there are very good reasons why CCs can be placed anywhere and can take a huge amount of damage, but using them as barriers just seems so.... wrong.
For a skulk, it provides a fast route to the Engine Room area. A few minutes into the game I ran up into the vent only to discover it had been blocked by a Command Chair, and the marines were quickly building a TF and siege cannon behind it.
The skulks did their best to chomp through it and attack the other end of the vent, but they started sieging Feedwater before we could do much damage, and that was the end of the game.
Obviously there are very good reasons why CCs can be placed anywhere and can take a huge amount of damage, but using them as barriers just seems so.... wrong.
Comments
not if u still have one hive...
original diverse tactics like this are what makes NS great. no complaints here.
hence the eventual (I didn't mean it would be quick)
I agree with that statement 100%.
Uhh wol's (which I dont use) arent even close to the same thing becuase they are much weaker so they can be quickly cleared. And they cost much more to block an entire doorway.
we were not exactly talking about WOL's back there, we were talking about blocking elevators and door from doing its task... only a GL or siege cannon can take those out....
the same way spores can get thru cc walls.... and others have splash damage like, acid rockets, and bile bombs....
Oh well some people will always exploit the game in the name of winning. And I say yay to those servers and admins that punish those that do.
Dropped Comm chairs have full HP without being built.
Simple as that. As soon as that bug goes away, I'm all for it! Woot for diversity in tactics!
And hey...where did these come from? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I feel that it is a valid tactic. Just think of it as a bit of scrap metal.
However, if this commander had been dropping CCs on aliens or dropping 2 or 3, then I feel that they are exploiting.
But still, using 1 cc in a vent is a lot of res to just block one vent.
Doesnt really matter eitherway.
My overall view on exploits is that they can be used until the dev team fix them, but if server rules ask you not to then I make sure I don't use any exploits. Although I don't consider aliens or marines blocking any part of the map an exploit.
Actually one of the best games I ever played on nothing involed it, basically we had been force to relocate to cargo and they had trapped us off, we only had the RT nearest the hive, and the comm completely blocked off the entrances to the hives with CC, so there we are 3 people welding away, everyone else trying to fire through the gaps at the fades clawing outside, but in the end they broke through, acid rockes just slowly damaged us and we couldn't get it welded fast enough. I've always wanted to know what would have happened if everyone had been given welders, could we have kept the CCs up load enough to tech up?