2.0 Gorges And Chamber Limits
StoneMonk
Join Date: 2003-06-11 Member: 17279Members, Constellation
<div class="IPBDescription">kinda bothersome</div> Hi all
As an alien in 2.0 I almost always go gorge now, they just rock. 2-3 gorges together healthspraying each other and the marines can be a great offensive strat. It would be cool if more people would go gorge to cap res, but oh well, some people cant wait to be an Onos.
But that isnt the problem. The problem is that now that everyone can go gorge, you get players that dont know what they are doing maxing out the chamber limits in an area putting them in not so smart places. People just drop them where ever, without SC or DC support nearby, and in places that the marines can easily go around or destroy them.
I guess this would be a tie in to the full-time gorge thread. Could we maybe relax the chamber limit (esp. around hives) or go back to yelling at people who go gorge and just shouldnt?
BTW Thank you Thank you Thank you Flayra! I love 2.0 and all the new strats, but the coolest thing about 2.0 now is dropping a sens chamber and watching all the structures fade out. Even as a marine, shooting at invisible hives and res nodes is damn cool, and I dont feel so bad getting killed by invisible OCs (love the new more-than-annoyance OCs too, they are marine stoppers)
As an alien in 2.0 I almost always go gorge now, they just rock. 2-3 gorges together healthspraying each other and the marines can be a great offensive strat. It would be cool if more people would go gorge to cap res, but oh well, some people cant wait to be an Onos.
But that isnt the problem. The problem is that now that everyone can go gorge, you get players that dont know what they are doing maxing out the chamber limits in an area putting them in not so smart places. People just drop them where ever, without SC or DC support nearby, and in places that the marines can easily go around or destroy them.
I guess this would be a tie in to the full-time gorge thread. Could we maybe relax the chamber limit (esp. around hives) or go back to yelling at people who go gorge and just shouldnt?
BTW Thank you Thank you Thank you Flayra! I love 2.0 and all the new strats, but the coolest thing about 2.0 now is dropping a sens chamber and watching all the structures fade out. Even as a marine, shooting at invisible hives and res nodes is damn cool, and I dont feel so bad getting killed by invisible OCs (love the new more-than-annoyance OCs too, they are marine stoppers)
Comments
Here's a tip for everyone: build sensories where marines can't get to them or won't shoot at them (e.g. on railings, in vents, near the ceiling)
I thought this until I realised that turret farm can be taken out by destroying one turret factory, and continous leaping skulks would do enough damage if it was a critical area.
I thought this until I realised that turret farm can be taken out by destroying one turret factory, and continous leaping skulks would do enough damage if it was a critical area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And a wall of OCs can be taken out by 1 GLer.
Even if it means losing a game while you explain why we don't put off towers all over the vents which marines can't use. Mmm.
that is annoying. I had one gorge block off 3 res nodes like that. He thought he'll make an uber res tower. Obviously, he didn't learn from his mistakes. Yea, marines can recycle stuff, why can't gorges who built the chamber recycle their own chamber?
Sadly this meant half a dozen defences had to go. Fantastic waste of res. And the best part was that the off towers he had spammed over the nozzles were out of sight of the marines who could easily shoot them.
*sigh*
Unfair, yes, but not because the aliens should lose their cap; the marines should get their own.
The reason the chamber cap was put in was to prevent the gigantic WoL of 1.0, and it has done well for it. If you're going to complain about it, just suggest that the limit be raised by a small number (2). Still, it's pretty reasonable as long as you pay some attention to where you place them.
Marines, on the other hand, can place 40 turrets in one room. You can take out a TF to end the threat, but the marines can just as easily (and do) build redundant TFs. Throw in a little electricity, and it takes forever to clear.
Now, why on earth (or various other planets/ships) would the marines need that many turrets in one place? The amount of res it requires could easily be spent toward winning the game rather than turtling, but the desire to make a game as long as possible in some people encourages them to turret farm. So, the only reason to have that many turrets in one room is a bad one.
If the number of turrets in a room is capped to a fairly large number, one that wouldn't be exceeded under normal circumstances, it would prevent turret farm abuse while not interfering with normal gameplay. Something like 10-12 seems good to me. Really big rooms could probably use more than 8, and twelve is a LOT of turrets. Any complaints?
Late game aliens, yes, do have bile bomb, but in close quarters (marine base in tanith, for example) and when marines have grenade cover on the entrances, the gorges get rocked before they can bile...
Aliens are missing an effective counter-turret, as I see it.