Alien Siege
GoldenShadow
Join Date: 2002-04-21 Member: 483Members
siege in rts games is a weapon that can fire on its enemy from safety. like age of kings, it was trebuchets, they could take down any buildings, you HAD to send units out to kill it, your base defenses are useless against them.
Aliens have no such weapon. marines do. bile bomb is a building killer, but its not siege.
Siege forces the enemy to stop turtling and come out to fight. thats why turret farms work so good because they can't be sieged like alien fortifications.
Aliens have no such weapon. marines do. bile bomb is a building killer, but its not siege.
Siege forces the enemy to stop turtling and come out to fight. thats why turret farms work so good because they can't be sieged like alien fortifications.
Comments
There is a reason why games that try to make you not turtle by having mobile siege units more effective than standing fortifications are stupid.
The alien siege is 2 sensory chambers with onos milk in celery sauce with some gorge meat and umbra aroma.
You didnt ask a question, you didnt ask for help, so what do you want people to post? Right what they think of your idea, and I think its a HORRIBLE idea. My opinion, dont like it? Put me on ignore or dont post idiotic ideas.
The sides are supposed to be <i>as different as possible</i> while still being balanced, which is hard, but it has succeeded so far. Aliens do not need a siege. Marines have one.
Oh, and one more thing: The Suggestions and Ideas forum is CLOSED for a REASON. Because they don't want newbies stomping in crying about these horrible things and suggesting more horrible things to counter them.
Pistol / LMG / Shotgun / HMG / Nade Launcher
The hive system will be removed and instead the gorge can research these abilities. Defense chambers will provide ammo when used and unlock Shotgun, and they can be upgraded for HMG or Nade Launcher. In addition, movement chambers allow the gorge to upgrade alien offense and defense, and sensory chambers allow the gorge to "ping" remote areas of the map and also research Scent of Fear for all aliens.
What do you guys think?
Sums it up. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
The gorge can already engage in this way. Perhaps we should rename the bilebomb to siege, to make you happy?
Actually, sieges aren't usually in siege range of 100's of res of chambers unless some extreme chamber whoring is going on. Even then, the fact that one of your chambers is getting attacked (which should happen first in any smart hive build-up) will alert you to the siege's existence before you even see it.
So no, siege isn't cheap, and I would highly suggest getting more experience with it and the balance of the game before calling for the removal of a long-standing feature in NS. The lack of siege farms in competitive play (which favors individual weapons to skilled players) should clue you into the fact that it's not overwhelmingly unbalanced.
Here is something I thought up.. A new chamber type for gorges to drop, costs a hella lot of res and takes a long time to build up. it is totaly passive, it doesn't 'shoot' at the enemy building, instead it has an area of effect which disables all base turrets not siege guns though, only turrets which shoot units go offline until the chamber is killed.
It keeps the aliens different from the marines while still providing a siege like tactic which draws marines out to kill your chamber which has disabled their turrets.
the costs and range of such a chamber can be adjusted to fit a good balance, but something is needed.
Maybe limit one of these type of chambers per active hive.
Actually, sieges aren't usually in siege range of 100's of res of chambers unless some extreme chamber whoring is going on. Even then, the fact that one of your chambers is getting attacked (which should happen first in any smart hive build-up) will alert you to the siege's existence before you even see it.
So no, siege isn't cheap, and I would highly suggest getting more experience with it and the balance of the game before calling for the removal of a long-standing feature in NS. The lack of siege farms in competitive play (which favors individual weapons to skilled players) should clue you into the fact that it's not overwhelmingly unbalanced. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Build times are fast and sieging is even faster. You cant be everywhere and even if you have patrols they build so fast i dont make it in time to kill the outpost. Especially if theres some turrets too. As for the cost 45 res isn´t expensive. Marines get res very fast even on 1 node. On the other hand it takes forever to secure a hive. And once 2 sieges start to fire its only a question of about 30 secs till the hive is clear. So i still think its a noob cannon no matter what you say.
When will you realize that this is a game that mostly requires skill in teamwork, strategy and communication, and not so much individual hand-eye-coordination?
No, the siege cannon is not a "noob cannon" -- it's a powerfull weapon, but it is hard to defend the siege from a determined mob of kharaas.
What is anti-siege chamber and what does it do? My idea is:
-absorbs sonic wave from siege but does not attack anything
-can be destroyed only by bullets/grenade
-can be built when aliens have 3 Hives
If a gorge build ant-siege chamber in a range of marine siege, the siege keeps attacking anti-siege chamber it can never destroy,
no matter how many times comm does scan.
This helps aliens to build def and off chamber very close to marine base and helps them end game quickly.
I think this is fair to both teams. Especilally when marines are doing needless resistance after they lost everything but their base.
noob gun? plz it takes alot of money time and luck to set up a good ASC base. If you wait to attack it after its got 20 senterys its your fault. And there are many games where you can shoot threw walls. And the backround for the ASC is well thought out and makes sence.
, watch ER on marine side and see what u think.
(second file)
I'd rather see the marine turtling problem solved in some other manner, though. Siege weaponry seems a bit of a dull way to win really.
@tankefugl: Yes teamwork is good. Teamwork means getting 4-6 HA together and trash the hive. The siege just promotes ramboing to a undefended spot getting up 3 sieges scan hive once bye bye aliens. Good thing scent of fear works like a wallhack now. I´ve taken down many of those siege rambos only because SOF saved our alien ****. Its the weapon of the coward. Sit back and let the AI do the job instead of getting the players to do it. Sure as NS is now its needed but they could buff up the playable weapons instead of having a AI turret do all the job for you.
Also I'd like to see a small fix on those turrets, sometimes they just seem to be shooting right through each other.
but thats IT.
(seriously, I've had to deal with 3 HOUR long games because the marines made the entire map into an ocean of those bloody things.)