Tf Trouble
Snidely
Join Date: 2003-02-04 Member: 13098Members
<div class="IPBDescription">Weirdness in the collision detection</div> I just left a small game. It was around 4v4, although people kept coming and going. As such, the marines <b>needed</b> to use turrets to guard their nodes. This would be enough to keep skulks at bay, you'd think. But you'd be wrong.
I'm not sure why or how, but skulks (at least), for all intents and purposes, can go "inside" the TF. What I mean is that they'll push themselves towards it, and the TF seems to block the turrets' fire. Marines can still hit him if they get the right angle, as the skulk's butt sticks out a bit.What this means is that that turret farm (15 res for the TF, along with 60 for the six turrets) is pretty much useless except against, say, a hive 1 gorge. With regeneration, you can actually heal to max while chewing away! And when you get two hives, a skulk can take on bigger turret farms; leap and celerity will get him in quick enough to bypass a larger number of turrets. Skulks should struggle against turrets; that's what they're there for, that's why you call in the onos or bilebombing gorge to take out unmanned fortified spots.
It only requires a knowledge of the weak spot. It doesn't require much skill, as evidenced by the fact that I can do it. :/
Is the collision detection stuff in 2.1 going to solve this? Anyone know?
I'm not sure why or how, but skulks (at least), for all intents and purposes, can go "inside" the TF. What I mean is that they'll push themselves towards it, and the TF seems to block the turrets' fire. Marines can still hit him if they get the right angle, as the skulk's butt sticks out a bit.What this means is that that turret farm (15 res for the TF, along with 60 for the six turrets) is pretty much useless except against, say, a hive 1 gorge. With regeneration, you can actually heal to max while chewing away! And when you get two hives, a skulk can take on bigger turret farms; leap and celerity will get him in quick enough to bypass a larger number of turrets. Skulks should struggle against turrets; that's what they're there for, that's why you call in the onos or bilebombing gorge to take out unmanned fortified spots.
It only requires a knowledge of the weak spot. It doesn't require much skill, as evidenced by the fact that I can do it. :/
Is the collision detection stuff in 2.1 going to solve this? Anyone know?
Comments
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
electrify is still expensive.
People have been doing this since version 1.0, and not just against the TF, which has made people learn that they have to cover every angle. I can cover 6 buildings with just 3-5 turrets, and those buildings are spread-out abit, too. What people have to learn is to electrify buildings that can be electrified if they arn't sure if their defence setup will be adequate.
This is like bullets getting stopped on marines; Marine A is in front, B is in back. A is getting chomped by a skulk but B cant shoot the skulk because A is in the way. Just think of it this way:
BULLETS <b>DONT</b> GO THROUGH STUFF. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--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-->It only requires a knowledge of the weak spot. It doesn't require much skill, as evidenced by the fact that I can do it. :/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But GETTING there takes skill. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
WHAT?
No, dropping the TF in the corner (so that there are no things sticking out) is good, because there are less sides to attack from, and less spots to defend...
Example: Hera, in Archiving, the rines built a TFac and a siege base on this narrow little ledge. They wedged the TFac in the corner. I just 'leaped' up there, held 'crouch' and started biting. I died a couple times, but if the TFac was positioned, say, on the edge, I'd have had to deal with the turrets surrounding it first :/
I guess it just varies by situation then.
reminds me of a game where I had to do an emergency relocation, but marines were all dead. Obviously we were losing but the game was not lost, this was a sloppy but of course very cool game. However when my marines had died, I decided to march there and whup **** myself.. if I remember correctly I had been comm the whole game and was frustrated ^^ of course I died.
Afterward tho, I figured that if I had built an obs (aliens all away from m start), I could have distressed then done as I wished.
Very specific and rather undesirable case, but maybe you can use it next time; just bring back the team.
Nope. As other people have mentioned there isn't really a problem.
Max
I Hope Flaya does manage to put a commercial project together because that’s the only way we’re going to see NS in a new engine living up to it’s full potential. I'd gladly play £30 for that.
Example: Hera, in Archiving, the rines built a TFac and a siege base on this narrow little ledge. They wedged the TFac in the corner. I just 'leaped' up there, held 'crouch' and started biting. I died a couple times, but if the TFac was positioned, say, on the edge, I'd have had to deal with the turrets surrounding it first :/
I guess it just varies by situation then. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i find its fine in corners but creates blind spots against single walls.