Defensive Chamber "problem"?

NCGKagekazeNCGKagekaze Join Date: 2002-11-10 Member: 8014Members
<div class="IPBDescription">Plateau after 3 Chambers?</div> Personally I'd like to either see this "bug" fixed, or the manual changed to reflect what's supposed to actually happen... Here's the scenerio.

I'm playing marines on a map (forgive me as I do not know their names)... The one with the rotating airlocks (perhaps Hera?). On the other side of this airlock are multiple alien offensive turrets.. I cannot escape or kill them as the rotating airlock keeps me from retreating or hiding. SO I request the commander to give me a seige turret. We get it built up and it keeps firing for a long time.. eventually a few marines get on the airlock to see what's up, I ended up missing the boat as it were. Seconds later, all 3 or 4 of them were dead, they said a wall of Offensive turrets were there. Okay.. so I decide to get a 2nd Seige up. We build it and again it keeps firing for a long time. After awhile we eventually have SIX Siege Turrets up and they DO NOT stup firing. Eventually we took the back vent to see what's up, 3 of us with jetpacks and HMGs. We see a wall of Offensive Turrets with Defensive Turrets right behind them. What astounds me is that as the siege turrets pound them, and as WE fire our HMGs as well, the turrets are getting regenerated at an alarming rate. It takes full clips from 2 of us to take down one tower.

So basicly this.. The manual states that the healing effect is supposed to peak at around 3 defensive turrests. I can understand if this is not the case, but six seige turrets really should be able to take down a wall of alien turrets. We mentioned it and the alien players claimed it's not a glitch and is 'supposed to happen'. They also said it's been brought up before. So I just wanted to make sure this is true. If it is, fine, but I'd like to see the manual changed to reflect this. If not, I hope that I have brought up something that you might adress in a future patch of Natural Selection. I still think this is a damn good mod and appreciate all the hard work. Let me know as you can, please.

Also, if anyone knows of a better forum to post bug reports like this, lemme knwo and I'll put it there ASAP. Happy hunting all.

=NCG=Kagekaze
<a href='http://www.ncgamers.com' target='_blank'>New Century Gamers</a>

Comments

  • GnacoxGnacox Join Date: 2002-10-27 Member: 1654Members
    Your problem might be because of this:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=10058' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=10058</a>

    The 3 defensive simply healed faster than your bugged siege cannons could do damage (or at least slowed it down enough to take practically forever).
  • ZeroFiveZeroFive Join Date: 2002-11-01 Member: 2592Members
    Ya, this is a big problem. I was the commander during this game. I put down SIX seig turrets and they did jack **obscenity**. Then after that my team started saying how much i sucked for not giveing them the power to kill thouse offence turrets. =NCG= was the only guy even listening to me (thanks). MAYBE, if the team followed what i wanted them to do we could have killed that wall of spiting plants. But then they came up with an even dumber plan. Eject me, get HMG, and run off all over the map doing nothing. Finnaly me and =NCG= tried agein to kill the wall of death plants by useing grenades and HMG from a vent near by. Even that did **obscenity** like he said. So, this exploit needs to be handled.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    do things get healed by a defence turret at a certain rate regardless of how many other things need healing from that defence turret simultaneously?
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    <!--QuoteBegin--ViPr+Nov 10 2002, 12:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Nov 10 2002, 12:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->do things get healed by a defence turret at a certain rate regardless of how many other things need healing from that defence turret simultaneously?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, I'm fairly certain that anything in a defense tower's radius gets healed at the same rate. If you have 2 aliens (say, 2 Onos), both regenerating at a stack of def towers, you'll both get your life back at the same rate (and you'll hear twice the *blump*blump* sounds, at the same rate).

    And as far as the siege turrets on bast, I believe thats a bug with the map. I've never seen a single offensive/defensive building taken out when placed there, by a siege turret. I've seen a siege turret take out the resource nozzle near the airlock, but never the row of offensive towers placed right outside the airlock. I think someone brought up the fact that the HL engine doesn't really like that whole airlock-rotation-thingy, and so things around it are messed up. I dunno <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    If you check in a few other threads, there does seem to be a bug with turret / structure damage, specifically in ns_hera...
  • Y3tiY3ti Join Date: 2002-11-09 Member: 7853Members
    We were playing the same map(the one with the rotating door) and they had done the same thing on the other side of the door, we'd had lost all our nozzles and I was commanding so I was like "meh might as well build turrets".... I built 19 siege turrets and about 40 Sentry turrets (to protect the lift...) But yea the Offensive chambers on the other side of the door weren't dying, even after we sent a team in there(LMGS and Heavy armor)...

    Maybe it's a bug that prevents siege turrets from killing, I think this cause I weent through the rotating doors and saw the Health of the first Offensive chamber was around 0! >.o
Sign In or Register to comment.