Defensive Chamber "problem"?
NCGKagekaze
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>
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
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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).
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-->.
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