Lame Or Not
SeraphyGoodness
Join Date: 2003-06-05 Member: 17029Members
<div class="IPBDescription">Is this a fair tactic?</div> Cos the rine team swore it was... "how can it be a CC wall if it's one CC?" - note this was someone with admin rights on the server (no, i won't say which one, or who) defending the move...
repeated building/placing of this CC (coupled with the Nade Spam from armoury trick) kept this game going for 90+ minutes...
The map is ns_mystic, one of the contenders for inclusion in 2.1
So, people, i throw it open to the forums... Lame, or Good Game?
repeated building/placing of this CC (coupled with the Nade Spam from armoury trick) kept this game going for 90+ minutes...
The map is ns_mystic, one of the contenders for inclusion in 2.1
So, people, i throw it open to the forums... Lame, or Good Game?
Comments
once the vent is welded, that is the _only_ way up for Oni, and the turret farm and nade spam did for any lower lifeform that went near.
If that map is a 2.1 contender, I seriously hope that the marine start will be reworked to be more onos friendly.
When it is repeatedly <i>abused</i>, however, it becomes quite lame. I can forgive seeing it once - I just don't want it becoming a regular thing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Aliens build OCs to block vents, ladders, even hallways... Why shouldn't marines be able to do the same? It's a real conundrum.
Aliens build OCs to block vents, ladders, even hallways... Why shouldn't marines be able to do the same? It's a real conundrum. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
those buildings dont have 10000 hp. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Principle is the same... I mean, if that's the problem, just lower CC health... We shouldn't make it lame for only one building. It should be a matter of principle, overall.
I still say the easiest way to fix CC walls (tho this hardly counts) is to not allow them to be built within the area (green circle in which you can build IP's) of eachother. That way it allows for as many CC's as the commander wants, but they cannot be used to block off doorways and the like.
Doh, I should have figured that out from all the greenish bacteria...
Still though, that hive needs some reworking, maybe just a ramp or something that leads up there.
And CC's are still WAY too strong, they are very hard to kill. All it takes is 1 marine with a welder to make that CC on the ladder a pretty formidable blockade.
In 1.04, on those rare occasions where marines could survive a third hive game (Maru, primarily), I blocked off ladders with the uber tough sensory chambers. Is that okay? Why/why not? I'm pretty sure OCs aren't meant to completely shut off access to an area by themselves because they're on top of a ladder... Yet, people use it, and no one complains.
I'm not really in favor of CC walls, but I'm trying to bring up what I see is the big problem... Aliens can do it, marines who do get an arse whooping... Heck, I've gotten in trouble for dropping a turret I would have dropped anyways behind an onos, blocking his escape path.
*cough*
ever ran down a hallway as a onos and had a CC drop right infront of you, making it IMPOSSIBLE for you to get to the other end of the hallway since the CC is right in the middle of the hallway and the two sides are too small for you to get by and you cant jump over it so you die?
its happened LOTS of times... and i guess you'll call that "Strategy" too.
CC's are not meant for this. OC's serve a defensive role; they attack marines, they're something to be used as defence; its in a wall shape? use a GL. CC's provide a place for the commander to command; not deny aliens a hallway...
With enough resources in 1.0x you could plaster a whole hallway in CCs, one on top of the other, right to the ceiling. in fact with 10000's of res you could make a fortress of CCs with your base inside. there's a reason why no one can suggest a "wall" building in S&I forums, you know.
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
and what if they put one behind you? hmmm?!? and what if they put dozens down a single hallway and have a turret farm on the other side?!?
I'd go for option 2 any day of the week and I don't think it's lame at all, it's a resourceful way of defending the base, nothing was there to stop you blinking in...
I'd go for option 2 any day of the week and I don't think it's lame at all, it's a resourceful way of defending the base, nothing was there to stop you blinking in... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is a game. But if you want to pull the realism card..
Would the TSA actually waste all that res building CC walls, when they are actually trying to salvage everything they can from the base?
It is an EXTREMELY LAME and CHEAP strategy but it isn't an exploit.
I mean, you could just drop an electrified turret factory or a turret on the SAME spot as the cc is now ... up the ladder that is.
It's cheap and lame and un-"elite", but whatever, its a viable strategy.
I wouldn't say this is lame, just an obscene waste of Res.
That's a bug. It was fixed for bilebomb, but never was fixed for acid rocket.