Can We Do Something about Ridiculous Gorge Tunnel Locations?

BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
edited May 2013 in NS2 General Discussion
Such as these:




You can place a gorge tunnel in any vent that is wider than normal, such as the server-platform vent. On some maps you can also put them in places where the vent turns and there is more space, such as the extraction-smelting vent. Like the cargo example, you can also place them in high up places that are hard for marines to see, let alone attack. Many of these locations are not accessible to marines until they get jetpacks, yet gorge tunnels are a 1 hive upgrade.

This is most definitely definitely asymmetrical, but I would hardly consider it balanced for the alien team to be able to place secret tunnels which are inaccessible to marines until a prototype lab is built. Perhaps disallow gorge tunnels in vents and root out problem areas like the one in cargo. Or, in the most extreme case, limit gorge tunnels to places where there is infestation.
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Comments

  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    In ENSL it is already against the rules to place gorge tunnels in vents. So in competitive play.. not really an issue.
  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    While we're at it, can we do something about ridiculous gorge locations?

    "It's raining babblers!"
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Obviously he's not complaining about competitive games..
  • BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
    james888 wrote: »
    I don't see the problem here... Why can't a gorge be creative in its placement?
    Many of these locations are not accessible to marines until they get jetpacks, yet gorge tunnels are a 1 hive upgrade.

  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Ghosthree3 wrote: »
    Also they're only inaccessible to marines AT THAT END, ninja to the other end, go through it, come out, kill tunnel, profit. Or kill the end you can enter, so many options!
    Now thats thinking outside of the box (or vent) :D

  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    edited May 2013
    You can reach most of those vents with proper jumping and all of them with 1 minepack, that is 15 res. L2p issue. Too bad ensl decided to ban this so we won't see any variety with the tunnels ever.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    The fact that Gorges and Onoses can't reach those vents is enough of a downside for me.

    Why exactly is vent placement forbidden in the ENSL?
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited May 2013
    There is a disagreement over whether this is an exploit or skilled gorging. I say that those tunnels in the picture above are skilled gorging because they took thought to get them there, and sometimes even an extra 10 pres for evolving gorge twice. So how is this an exploit?

    Risks of these supposedly ridiculous gorge tunnels:
    -Harder to achieve.
    -Potentially costs evolving gorge twice.
    -Not accessible by gorges or onos from at least one entrance, possible two.
    -Possible for onos not be able to use being unable to exit. E.g. a vent.
    -Potentially awkward to get in and out of because of space constraints.

    Benefits of these supposedly ridiculous gorge tunnels:
    -Easier to hide.
    -Hard for marines to access.
  • RicezRicez Join Date: 2013-04-13 Member: 184784Members
    This is one of those things that looks really OP but actually since nobody uses gorge tunnels it's not an issue.
    james888 wrote: »
    There is a disagreement over whether this is an exploit or skilled gorging. I say that those tunnels in the picture above are skilled gorging because they took thought to get them there, and sometimes even an extra 10 pres for evolving gorge twice. So how is this an exploit?

    Also risks being inside obs range.



  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    Probably working as intended in their opinion.
  • BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
    edited May 2013
    james888 wrote: »
    There is a disagreement over whether this is an exploit or skilled gorging. I say that those tunnels in the picture above are skilled gorging because they took thought to get them there, and sometimes even an extra 10 pres for evolving gorge twice. So how is this an exploit?

    Risks of these supposedly ridiculous gorge tunnels:
    -Harder to achieve.
    -Potentially costs evolving gorge twice.
    -Not accessible by gorges or onos from at least one entrance, possible two.
    -Possible for onos not be able to use being unable to exit. E.g. a vent.
    -Potentially awkward to get in and out of because of space constraints.

    Benefits of these supposedly ridiculous gorge tunnels:
    -Easier to hide.
    -Hard for marines to access.

    It took me about 15 minutes to find all of those locations and more in refinery, which shows the amount of thought required to figure out gorge tunnel locations. Clog climbing allows gorges to get into all kinds of vents, as does the ability to evolve in certain vents (which you usually can if a tunnel can fit in the location). So none of these locations are inaccessible to gorges if they know how to play.

    The problem is the fact that aliens are able to place what are essentially forward offensive phasegates in possibly unknown, difficult to access areas very early in the game, and the marines' best counter to them does not come until much later in the game. It gets even more difficult to attack them once aliens actually start popping out on the marines trying to attack the tunnels (which is what they should be doing). This is most likely the reason tunnels are banned from vents in competitive play.
    kalakuja wrote: »
    You can reach most of those vents with proper jumping and all of them with 1 minepack, that is 15 res. L2p issue. Too bad ensl decided to ban this so we won't see any variety with the tunnels ever.

    There's still the problem that the thing should be spitting out aliens as soon as you try to attack it. Fighting aliens in vents is not fun.

  • RobotixRobotix Join Date: 2013-02-20 Member: 183222Members
    Fighting Aliens in vents isn't fun for the Aliens. Unable to dodge attacks, Marines dominate Aliens in vents.
  • mrpotatomotomrpotatomoto Join Date: 2012-11-04 Member: 166843Members
    At least marines can access vents if they have good teamwork. What about completely inaccessible places, like that ledge in Terminal in Docking? Is it fair play that a gorge can basically camp there the whole game (until GLs/jetpacks) and snipe away at the base below, essentially with impunity?
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    You can hit a gorge there from the ground at the right angle.
  • mrpotatomotomrpotatomoto Join Date: 2012-11-04 Member: 166843Members
    It's not so straightforward, especially when you have never-ending clogs. I have seen a gorge survive up there for quite some time, even with a third of the marine team obsessed with trying to take it down.
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    Well on the bright side if those grenades make it into the game maybe you would be able to take them out more easily if they do decent damage and do not require much pres/research cost and time.
  • SanthoranSanthoran Join Date: 2013-04-14 Member: 184809Members
    It took me about 15 minutes to find all of those locations and more in refinery, which shows the amount of thought required to figure out gorge tunnel locations. Clog climbing allows gorges to get into all kinds of vents, as does the ability to evolve in certain vents (which you usually can if a tunnel can fit in the location). So none of these locations are inaccessible to gorges if they know how to play.

    The problem is the fact that aliens are able to place what are essentially forward offensive phasegates in possibly unknown, difficult to access areas very early in the game, and the marines' best counter to them does not come until much later in the game. It gets even more difficult to attack them once aliens actually start popping out on the marines trying to attack the tunnels (which is what they should be doing). This is most likely the reason tunnels are banned from vents in competitive play.

    It is _very_ complicated to place a good tunnel in a forward position, and if you let a gorge clog in a forward position near marine base for a longer time to get that all up, well then you deserve that. It costs that gorge more res then the marines to counter, so its not an issue and can be easily stopped, especially from marines that look sometimes at the map where the aliens are running around.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Risks of these supposedly ridiculous gorge tunnels:
    -Harder to achieve.
    -Potentially costs evolving gorge twice.
    -Not accessible by gorges or onos from at least one entrance, possible two.
    -Possible for onos not be able to use being unable to exit. E.g. a vent.
    -Potentially awkward to get in and out of because of space constraints.
    -Potentially could take too much time to clog to odd location to place tunnel.

    Benefits of these supposedly ridiculous gorge tunnels:
    -Easier to hide.
    -Hard for marines to access.
    james888 wrote: »
    There is a disagreement over whether this is an exploit or skilled gorging. I say that those tunnels in the picture above are skilled gorging because they took thought to get them there, and sometimes even an extra 10 pres for evolving gorge twice. So how is this an exploit?

    Risks of these supposedly ridiculous gorge tunnels:
    -Harder to achieve.
    -Potentially costs evolving gorge twice.
    -Not accessible by gorges or onos from at least one entrance, possible two.
    -Possible for onos not be able to use being unable to exit. E.g. a vent.
    -Potentially awkward to get in and out of because of space constraints.

    Benefits of these supposedly ridiculous gorge tunnels:
    -Easier to hide.
    -Hard for marines to access.

    It took me about 15 minutes to find all of those locations and more in refinery, which shows the amount of thought required to figure out gorge tunnel locations. Clog climbing allows gorges to get into all kinds of vents, as does the ability to evolve in certain vents (which you usually can if a tunnel can fit in the location). So none of these locations are inaccessible to gorges if they know how to play.

    The problem is the fact that aliens are able to place what are essentially forward offensive phasegates in possibly unknown, difficult to access areas very early in the game, and the marines' best counter to them does not come until much later in the game. It gets even more difficult to attack them once aliens actually start popping out on the marines trying to attack the tunnels (which is what they should be doing). This is most likely the reason tunnels are banned from vents in competitive play.
    kalakuja wrote: »
    You can reach most of those vents with proper jumping and all of them with 1 minepack, that is 15 res. L2p issue. Too bad ensl decided to ban this so we won't see any variety with the tunnels ever.

    There's still the problem that the thing should be spitting out aliens as soon as you try to attack it. Fighting aliens in vents is not fun.

    It takes you 15 minutes to find them, even longer to place them as a gorge. It may not be incredibly complicated but it is harder to achieve than just placing it in the middle of a room.

    Adding time to the Risks of these supposedly ridiculous gorge tunnels.

    Yes a gorge can get into all sorts of weird locations with clog stacking, which a skilled gorge does better than a non skilled gorge. It also takes long enough that a marine should be a able to scout it.

    Why yes if you know how to play it is not difficult. Thanks for pointing that out.

    Fighting aliens in vents is not fun? Most of the time I don't think it is. Killing rt's is not much fun but is a huge part of the game. Fighting an onos 1v1 or 2v1 or even 3v1 and losing is not much fun but happens all the time. Not to mention all the other odd ball little things of the game that are not much fun. It is probably fun for the aliens...
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    This should be able to be prevented, if desired, by restricting placement to navigation mesh only, since those locations are typically accessible ground only.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I love such tunnels, I call it smart placement. As some already said, its a risk and a investment and I still find it enormously absurd that ensl rules disallow them in vents.
    (thankfully it does say vents, and I will lookup the wording before matches hehe for some other lovely places)
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    A lot of the fun in ns1 came from love shacks, lift blocking, obscurely placed structures, relos to vents and walkways (nothing) and similar. Removing the ability to do so just further takes away a lot of the fun to be had.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    At 11:58 pst before wasabi's state of the game, hugh placed a gorge tunnel from departures to the vent between cafeteria and terminal.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Whether or not it's imbalanced, I think it's bad for gameplay because of what a complete no-brainer it is that your tunnel should be in the vent rather than anywhere that marines can get at it. It becomes just a matter of trivia knowledge to know all the vents that allow tunnels. And logically if a tunnel in the vent is balanced, that probably means that tunnels on the ground are underpowered.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    Zek wrote: »
    Whether or not it's imbalanced, I think it's bad for gameplay because of what a complete no-brainer it is that your tunnel should be in the vent rather than anywhere that marines can get at it. It becomes just a matter of trivia knowledge to know all the vents that allow tunnels. And logically if a tunnel in the vent is balanced, that probably means that tunnels on the ground are underpowered.

    not a no brained... as with everything else in the game, situational. vent access effectively makes it a one way tunnel for some gorges. makes the vent a killing floor if people know where it is. I'd rather make two hive connections than vent tunnels.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    The reason it's "bad" is because it's very map specific. It passes off the buck to the map developer to balance the game - which is not his job and he's way under-qualified. Balancing a map is already a terrible undertaking without factoring in new stuff that's volatile and not very explored in gameplay in general.

    A perfect example is Docking and Terminal. A skulk can make his way across the map almost entirely in vents, on the west side, directly over Terminal (which can be marine base). A GT drop above the south entrance is invulnerable and invisible for a very long time. It's the marine equivalent of dropping a PG at the hive, but no alien can reach it, see it, or attack it until Tier 2 hive abilities.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    ultranewb wrote: »
    The reason it's "bad" is because it's very map specific. It passes off the buck to the map developer to balance the game - which is not his job and he's way under-qualified. Balancing a map is already a terrible undertaking without factoring in new stuff that's volatile and not very explored in gameplay in general.

    A perfect example is Docking and Terminal. A skulk can make his way across the map almost entirely in vents, on the west side, directly over Terminal (which can be marine base). A GT drop above the south entrance is invulnerable and invisible for a very long time. It's the marine equivalent of dropping a PG at the hive, but no alien can reach it, see it, or attack it until Tier 2 hive abilities.

    Although I still like these awesome gorge tunnel spots and I think they are fun... that there is a logic I can understand.
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