<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You should re-read that carefully. Marines can't destroy infestation from the start by destroying pustules, they only destroy the pustules. There is no indication that destroying a pustule will remove any infestation it has previously created. The Marines will be able to stop the progression of Infestation, but will still be unable to remove any prior Infestation without Flamethrowers.<!--QuoteEnd--></div><!--QuoteEEnd-->
"The closer they are together, the thicker the infestation base around it. Also, <i><b>the infestation recedes more slowly</b></i>, the closer they are too each other."
Infestation around a hive would be hard to deal with, since it's where the infestation is at its thickest and the hive will replace nearby destroyed pustules to reinforce the chain.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1841950:date=Apr 22 2011, 06:10 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 22 2011, 06:10 AM) <a href="index.php?act=findpost&pid=1841950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you kill DI you kill all the structures supported by it. That's pretty critical, it shouldn't be easily destroyed.<!--QuoteEnd--></div><!--QuoteEEnd-->
The resistance of DI to being destroyed should be tied to distance from the hive (where DI that is further away is easier to kill). Otherwise, we'll continue to have the nearly unstoppable DI spam in marine start.
<!--quoteo(post=1844751:date=May 7 2011, 06:59 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 7 2011, 06:59 PM) <a href="index.php?act=findpost&pid=1844751"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"The closer they are together, the thicker the infestation base around it. Also, <i><b>the infestation recedes more slowly</b></i>, the closer they are too each other."
Infestation around a hive would be hard to deal with, since it's where the infestation is at its thickest and the hive will replace nearby destroyed pustules to reinforce the chain.<!--QuoteEnd--></div><!--QuoteEEnd--> You are <b><i>assuming</i></b> this is in reference to when pustules are destroyed. It doesn't explicitly state the context of this <i><b>recession</b></i>.
<!--quoteo(post=1844766:date=May 7 2011, 08:30 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ May 7 2011, 08:30 PM) <a href="index.php?act=findpost&pid=1844766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The resistance of DI to being destroyed should be tied to distance from the hive (where DI that is further away is easier to kill). Otherwise, we'll continue to have the nearly unstoppable DI spam in marine start.<!--QuoteEnd--></div><!--QuoteEEnd--> Isn't all spreading Infestation going to start off small and then get progressively larger, regardless of it's distance to the Hive? And as a result, isn't it then sort of the Marines fault if Infestation gets that out of hand that close to their territory?
<!--quoteo(post=1844782:date=May 7 2011, 10:49 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 7 2011, 10:49 PM) <a href="index.php?act=findpost&pid=1844782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... If we have infestation removal for any weapon, what purpose does the flamer serve?<!--QuoteEnd--></div><!--QuoteEEnd--> This is exactly why it only makes sense that destroying a pustule would not cause already-existing Infestation to recede. Then, the Marines can slow/stop the progression of Infestation by hunting down pustules, but will still need Flamers to remove established Infestation.
<!--quoteo(post=1844782:date=May 8 2011, 03:49 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 8 2011, 03:49 AM) <a href="index.php?act=findpost&pid=1844782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... If we have infestation removal for any weapon, what purpose does the flamer serve?<!--QuoteEnd--></div><!--QuoteEEnd-->
Aside from being a quite effective anti-structure weapon and an excellent support weapon, not least because setting aliens on fire makes them much easier to track?
It's a pretty ineffective anti-structure weapon apart from its magic goes-through-walls ability that will be fixed, but I'm not so sure its supportive value is worth it compared to the raw damage of a shotgun (they cost the same +-5 pres, I think?). I guess it's a better choice if you're not too keen on snap aiming though, so it does help with the whole "player roles" thing.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->has anyone ever tested the time/fuel needed for different levels of weapons upgrades?<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, I didn't time it but with level 3 weapons in a game I was just in it was taking me at least 1.5 clips to destroy one single patch of infestation.
To me that's a bit much. It takes forever to burn out infestation and as stated in the beginning of the thread the aliens can just plop another patch down. Yeah it takes 25 energy but this is easily accessible with more then 1 hive.
I do believe what they did was just nerf the damage that flamers did to the infestation. This needs to be rethought because right now (and yes I know its a damn prototype) it is way to easy about mid-way to late game and in a stalemate situation for aliens to infest and reinfest to quickly. It's become useless to try and burn it out because it takes to much time.
I understand the strategy behind it is to choke marines off of building and advancing with forward posts and also to choke resources...but currently it's hard for marines to burn there way out and try to recover from a fully infested map.
<!--quoteo(post=1841506:date=Apr 19 2011, 04:30 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 19 2011, 04:30 AM) <a href="index.php?act=findpost&pid=1841506"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another possibility is macs could come standard with flamethrowers.<!--QuoteEnd--></div><!--QuoteEEnd-->
actually, I like this idea, since macs are slowly becoming obsolete, getting them to kill DI, even if its at the same speed as the normal flamethrower, would bring back some of their relevance, but you'd have to balance that somehow, or else the marines would just spam a bunch of macs and we'd never get any DI.
I would go for this mechanic: You can't infest rooms with online powernodes. When a room is infested, the (broken) powernode will be overgrown with infestation. When you want to restore power, the powernode needs to be cleared (flamethrower) and rebuild. the infestation will not dissapear unless it's seperated (flamethrower) from the hive. So in story-mode: The nanites need power to fight the bacteria, when bacteria is fighting the nanites (powered room that still has infestation) there would be a stalemate until on of the two sides fall's without power/connection to hive. so to retake a room as marine: Clear powernode, rebuild it, separate infestation from hive. To take a room as alien: destroy powernode, send in infestation.
Comments
Where did you hear this?
<a href="https://docs.google.com/document/d/139ySUrBsO0m0Z4ilq0YsDEHJLQhBa6RrIjJIsckL2kE/edit?hl=en&authkey=CLCo8Z0J#" target="_blank">https://docs.google.com/document/d/139ySUrB...thkey=CLCo8Z0J#</a>
"The closer they are together, the thicker the infestation base around it. Also, <i><b>the infestation recedes more slowly</b></i>, the closer they are too each other."
Infestation around a hive would be hard to deal with, since it's where the infestation is at its thickest and the hive will replace nearby destroyed pustules to reinforce the chain.
The resistance of DI to being destroyed should be tied to distance from the hive (where DI that is further away is easier to kill). Otherwise, we'll continue to have the nearly unstoppable DI spam in marine start.
Infestation around a hive would be hard to deal with, since it's where the infestation is at its thickest and the hive will replace nearby destroyed pustules to reinforce the chain.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are <b><i>assuming</i></b> this is in reference to when pustules are destroyed. It doesn't explicitly state the context of this <i><b>recession</b></i>.
<!--quoteo(post=1844766:date=May 7 2011, 08:30 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ May 7 2011, 08:30 PM) <a href="index.php?act=findpost&pid=1844766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The resistance of DI to being destroyed should be tied to distance from the hive (where DI that is further away is easier to kill). Otherwise, we'll continue to have the nearly unstoppable DI spam in marine start.<!--QuoteEnd--></div><!--QuoteEEnd-->
Isn't all spreading Infestation going to start off small and then get progressively larger, regardless of it's distance to the Hive? And as a result, isn't it then sort of the Marines fault if Infestation gets that out of hand that close to their territory?
If we have infestation removal for any weapon, what purpose does the flamer serve?
If we have infestation removal for any weapon, what purpose does the flamer serve?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is exactly why it only makes sense that destroying a pustule would not cause already-existing Infestation to recede. Then, the Marines can slow/stop the progression of Infestation by hunting down pustules, but will still need Flamers to remove established Infestation.
If we have infestation removal for any weapon, what purpose does the flamer serve?<!--QuoteEnd--></div><!--QuoteEEnd-->
Aside from being a quite effective anti-structure weapon and an excellent support weapon, not least because setting aliens on fire makes them much easier to track?
I guess it's a better choice if you're not too keen on snap aiming though, so it does help with the whole "player roles" thing.
Actually, I didn't time it but with level 3 weapons in a game I was just in it was taking me at least 1.5 clips to destroy one single patch of infestation.
To me that's a bit much. It takes forever to burn out infestation and as stated in the beginning of the thread the aliens can just plop another patch down. Yeah it takes 25 energy but this is easily accessible with more then 1 hive.
I do believe what they did was just nerf the damage that flamers did to the infestation. This needs to be rethought because right now (and yes I know its a damn prototype) it is way to easy about mid-way to late game and in a stalemate situation for aliens to infest and reinfest to quickly. It's become useless to try and burn it out because it takes to much time.
I understand the strategy behind it is to choke marines off of building and advancing with forward posts and also to choke resources...but currently it's hard for marines to burn there way out and try to recover from a fully infested map.
actually, I like this idea, since macs are slowly becoming obsolete, getting them to kill DI, even if its at the same speed as the normal flamethrower, would bring back some of their relevance, but you'd have to balance that somehow, or else the marines would just spam a bunch of macs and we'd never get any DI.
You can't infest rooms with online powernodes.
When a room is infested, the (broken) powernode will be overgrown with infestation.
When you want to restore power, the powernode needs to be cleared (flamethrower) and rebuild.
the infestation will not dissapear unless it's seperated (flamethrower) from the hive.
So in story-mode:
The nanites need power to fight the bacteria, when bacteria is fighting the nanites (powered room that still has infestation) there would be a stalemate until on of the two sides fall's without power/connection to hive.
so to retake a room as marine:
Clear powernode, rebuild it, separate infestation from hive.
To take a room as alien:
destroy powernode, send in infestation.