I believe the Clog is a renamed Goo Wall, which is the planned tier 2 Gorge ability that creates a destructible wall with high HP + slows marines moving through it.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1928982:date=Apr 23 2012, 05:51 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 23 2012, 05:51 PM) <a href="index.php?act=findpost&pid=1928982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe the Clog is a renamed Goo Wall, which is the planned tier 2 Gorge ability that creates a destructible wall with high HP + slows marines moving through it.<!--QuoteEnd--></div><!--QuoteEEnd-->
you can use it for blocking corridors or build your gorge house
<!--quoteo(post=1929054:date=Apr 23 2012, 05:56 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 23 2012, 05:56 PM) <a href="index.php?act=findpost&pid=1929054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you can use it for blocking corridors or build your gorge house<!--QuoteEnd--></div><!--QuoteEEnd-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1929160:date=Apr 24 2012, 05:21 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Apr 24 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1929160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I built a Gorge Fort in yesterday's Playtest, until a marine shot the bottom clogs and they all fell down :-(<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.<!--QuoteEnd--></div><!--QuoteEEnd--> We always lock down on Tuesday, it just usually takes a day to get everything into good enough shape for release on Wednesday.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--QuoteBegin-twitter+--><div class='quotetop'>QUOTE (twitter)</div><div class='quotemain'><!--QuoteEBegin-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hard limits is a terrible bandaid solution to gameplay problems.
The problem deals with their freedom of being placed anywhere and at a low cost.
I agree, hardcaps should really only be the last possible solution to any given issue. Not to mention that sentry spam is symptom of an underlying cause: i.e marines being unable to stay in the game against quick fade/onos/BB lerks. I fear that if you nerf sentries now aliens will have an even easier time.
In addition, 3 sentries per powernode is not even enough to cover all possible entrances to most areas.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->nobody thought about bring back turret factories, really?
a turret factory would limit turret spam most likely, not only would it create extremely costly process but turrets could only be built in limited space from the turret factory itself. So if you want to build lots in single room, you would need lots of turret factories, which be very costly process.
I really don't care how it makes sense with power nodes, you either limit turrets, increase turret cost or bring back turret factories. I haven't seen much choices throughout this thread differ from these three options.
Just bring back turret factories and increase turrets cost. So if the commander wants to secure an area it will be costly price but he can't secure everything by spamming turrets in the whole room. Bring back some sort of strategy placement.<!--QuoteEnd--></div><!--QuoteEEnd-->
is redesigning power nodes really that taboo? these hardcaps are just cheap fixes...And they're planning on limiting hydras as well, which isn't good at all.
<!--QuoteBegin-twitter+--><div class='quotetop'>QUOTE (twitter)</div><div class='quotemain'><!--QuoteEBegin-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
so u guys not listening to hugh talk openly with the competitive players in these casts about all the current balance/performance issues? YES!! the devs DO know aliens are OP, lifeforms are too many and too early. ns1 went through many of these same issues all the way to 3.2, (who remembers pancaking lerks with free flight energy?) its how the devs are making the game we all want. by trying out all our best ideas of what to put in the game. its how theyve ALREADY PROVEN, they can make a fun, balanced, well performing game for us all to enjoy!
i agree, hardcap for turrets is not a good idea. there are several ideas on the forum, ranging from: make them buyable for marines per pres(scales with players)
over: making number of arcs, macs, and turrets depend on how many CCs the marines have(CC seen as CPU that has to control the AI units;; softcap)
to: introducing a powersystem: each powernode gives ~5 powerpoints into a batterie, each structure subtracting 1 powerpoint, so if marines are pushed back to marine start they have some time to reclaim powernodes and keep going, or loose.(pretty common energy/power-system in RTS) find the thread here<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114765&view=findpost&p=1928520" target="_blank">here</a> i did a short recap of the OP this is acctually my favourite it think ;)
3 sentries per room will scale about as well as giving aliens a free Onos at the start of the match. It won't solve the underlying problem, is unlikely to fix the balance of the current build in any meaningful way, and just seems arbitrary. Just like a free Onos.
Unlike a free Onos, it's more likely to further the avalanche of Kharaa wins than it is to help the balance of the Marine team's mechanics. No, wait, actually that's the same too.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
Now I haven't fully thought this through, but I'll toss it in the mix anyway. What if turrets were redone completely and used as an advanced defensive upgrade for structures? Similar to the electricity in ns1. You couldn't put turrets down until the structure that supports the upgrade was already built.
You probably would have to research it the same way as now, then upgrade the command chair with a turret, or the robotics factory, or the armory. Only the Beefier structures could support it, so no turrets on IP's, phases, or obs. Would make it hard to spam, but I'd hate to waste the work already put into the turret that we have.
Comments
you can use it for blocking corridors or build your gorge house
Behold my Tri-Force fortress of Goo!
Gorge houses every where!
that's advanced physics! clogs obey gravity
Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.
Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey, if it works for TF2...
Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.<!--QuoteEnd--></div><!--QuoteEEnd-->
We always lock down on Tuesday, it just usually takes a day to get everything into good enough shape for release on Wednesday.
<!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->good enough shape for release on Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->release on Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
Buckle up, people.
no delays this time, im too impatient!!! :D
Hard limits is a terrible bandaid solution to gameplay problems.
The problem deals with their freedom of being placed anywhere and at a low cost.
In addition, 3 sentries per powernode is not even enough to cover all possible entrances to most areas.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->nobody thought about bring back turret factories, really?
a turret factory would limit turret spam most likely, not only would it create extremely costly process but turrets could only be built in limited space from the turret factory itself. So if you want to build lots in single room, you would need lots of turret factories, which be very costly process.
I really don't care how it makes sense with power nodes, you either limit turrets, increase turret cost or bring back turret factories. I haven't seen much choices throughout this thread differ from these three options.
Just bring back turret factories and increase turrets cost. So if the commander wants to secure an area it will be costly price but he can't secure everything by spamming turrets in the whole room. Bring back some sort of strategy placement.<!--QuoteEnd--></div><!--QuoteEEnd-->
is redesigning power nodes really that taboo? these hardcaps are just cheap fixes...And they're planning on limiting hydras as well, which isn't good at all.
Yes, please.
relax, UWE has always done good by us/for us.
so i say, "In UWE(you) we trust!"
there are several ideas on the forum,
ranging from: make them buyable for marines per pres(scales with players)
over: making number of arcs, macs, and turrets depend on how many CCs the marines have(CC seen as CPU that has to control the AI units;; softcap)
to: introducing a powersystem: each powernode gives ~5 powerpoints into a batterie, each structure subtracting 1 powerpoint, so if marines are pushed back to marine start they have some time to reclaim powernodes and keep going, or loose.(pretty common energy/power-system in RTS)
find the thread here<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114765&view=findpost&p=1928520" target="_blank">here</a> i did a short recap of the OP this is acctually my favourite it think ;)
Unlike a free Onos, it's more likely to further the avalanche of Kharaa wins than it is to help the balance of the Marine team's mechanics. No, wait, actually that's the same too.
That's a mistake ? They mean 3 total, I'm sure.
You probably would have to research it the same way as now, then upgrade the command chair with a turret, or the robotics factory, or the armory. Only the Beefier structures could support it, so no turrets on IP's, phases, or obs. Would make it hard to spam, but I'd hate to waste the work already put into the turret that we have.
<a href="http://twitter.com/#!/NS2/status/194919132733521920" target="_blank">http://twitter.com/#!/NS2/status/194919132733521920</a>
<a href="http://twitter.com/#!/NS2/status/194919132733521920" target="_blank">http://twitter.com/#!/NS2/status/194919132733521920</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, please elaborate on that because I didn't play NS1... is it like the babbler or something?