Sentry Spam... Still a problem in Gorilla.

BearTaxiBearTaxi Join Date: 2011-11-15 Member: 133064Members
So, just played my first full match on Gorilla. It was on summit and I was an alien. Here's what happened.
Game was back and forth for a bit, then we managed to get third hive. Then fourth hive. We had entire map dominance and enough res to keep us going seemingly forever.

15 minutes later and we were still stuck outside marine spawn. There weren't even a massive amount of sentries, but with marines covering them and repairs being done, it was enough to stalemate even against 4 hive onos/gorge combinations. The marines started pushing back and killed one of our hives, which was promptly taken back. The game ended up getting so laggy due to so many entities that I just gave up and left.


I know a lot of balance issues are still being tweaked, but it seems like this happens in almost every public game I play. Something has got to be done about it. It just really is not fun at all.

Gorilla was meant to help with stalemates, but it seems it has not. Yes that seems a somewhat passive agressive statement, but I do not mean it to be. I know work is being done, I would just like this to be a higher priority, because it is taking all the fun out of NS2.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I hope Bone Shield makes it in soon (if it hasn't already?), the endless streams of bullets meet bullet deflecting bones!
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Well considering sub-sector, computer lab, and ventilation have had a significantly increased number of vents, breaching the turret farms should be considerably easier on summit.

    Regardless that Gorilla hasn't completely solved the stalemate issue, you certainly must admit it did <b>help</b> with it. With total map dominance, organizing a huge Onos rush should be no problem at all, especially as you've claimed that marines were completely locked in their main base. I can't fathom a marine team with as many sentries as possible could hold off anymore than 6 Onos's at one time, let alone an entire alien team gone Onos.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Onos squads in my experience so far have been total game enders, especially with a gorge or two to back them up.
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Gorilla was focused on a lot of things, but balance probably wasn't number one. It's pretty difficult to balance something when all the rest of features and structures still haven't made it in. Just be patient, it'll get there.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    I think it's a lot better than it used to be before this patch. I played in a game yesterday that would have been a stalemate, but it was easy enough to go Onos and clean out their turrets one by one, ultimately winning the game for aliens.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    Onos alone doesn't work at all. Throw in some gorges and fades and you're good to go.
    No one wants to play gorgie right now though.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Still easiest way to break stalemates are 2-3 gorges bilerushing the base with swarm.
    If you can team up with a lerk providing gas cover or a onos acting as a tank its gg in 10s.

    Also sentrys can be distracted by gas.

    Stalemates are only a problem on pub games but if you have a buddy that gorges up with you, you 2 alone can make the marines loose. Just get in the base when they are busy somwhere else.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    If you hit with 2 onos, 2 fades, 1 lerk and a gorge end game you are going to break any stalemate. Rest of the team make their choice.

    Obviously if the onos does not know what its doing then thats a problem, but as a lone onos with no gorge I managed to take out 5 marines, 2 turrets and allow everyone in to attack the cc. We won and I didn't lose my Onos.

    Obviously I was running in and out to regen, but it can be done if the play is sensible. Obviously against a team of organised marines, the aliens still need to organise to break it down.
  • fleetcommandfleetcommand Hungary Join Date: 2010-05-20 Member: 71809Members, NS2 Playtester, Reinforced - Gold, Subnautica Playtester
    Just had an awesome play on Rockdown. I was on the alien side, and we had 3 hives I think. The marines were pushed back to their start where they put lots of sentries and had MACs repairing them, but we could took them down by an Onos+Gorge(s)+Fade(s)/Skulk(s) combination. Bile bomb is pretty useful in this case, but you cannot go alone as a gorge, that would be suicide.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Best to use Onos as a shield, and heal him whilst bile bombing from the rear.

    Sentry spam will not change though, until they drastically change the sentry gameplay.

    I've always said I would rather see them as 'corridor' stoppers, like the the aliens movies. Yes, I can already hear you shouting 'they'd be overpowered', but not if they were nerfed in practically every other way. FOV, rear attack, cost, etc... If you drastically drop FOV, they become useless in rooms anyway.

    They could even be something else, but not sure what.

    Mines can be used for defending structures, but I don't think they should blow each other up as easily. They seem to go through walls when exploding mines nearby.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    i want the ammo count on sentries lowered, that way aliens can actually concievably run them out of ammo in a timely fashion.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited February 2012
    <!--quoteo(post=1899425:date=Feb 3 2012, 10:10 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Feb 3 2012, 10:10 PM) <a href="index.php?act=findpost&pid=1899425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos alone doesn't work at all. Throw in some gorges and fades and you're good to go.
    No one wants to play gorgie right now though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why? They got bilebomb range buffed and AOE buffed.

    They should be like playing an ARC cannon right now.

    <!--quoteo(post=1899482:date=Feb 4 2012, 01:09 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 4 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1899482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i want the ammo count on sentries lowered, that way aliens can actually concievably run them out of ammo in a timely fashion.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I want the ammo count removed and them balanced properly, it's a really silly idea, the only time it actually does anything is if you forget to reload them, but considering the damage they do, spending res on sentry ammo is probably far better than spending it on ammo packs and medpacks. Sentries can't miss.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited February 2012
    In my experience, sentries really aren't that hard to kill.
    It's fairly expensive and unwieldy to replace MACs, and bile bomb does insane damage very easily. The 'turrets per room' limit also affects how well they can flank each other and that kind of thing.

    The games I've seen where we got demolished by sentries were largely the result of teammates being idiots - spawning and running at the turrets over and over expecting a miracle instead of going around another way.

    Sentries also don't move like ARCs. Unless they're shooting your hive, they're not that big of a threat and you can nullify them by attacking elsewhere to split the marines' attention. There are a lot of RTS concepts that people aren't applying when they look at things like sentries and cry about perceived imbalances.

    If anything should change, it's probably the fact that hydras are completely horrible. If they were even half as "attention-getting" as sentries, the game would be a lot more interesting. I want to see stubborn marines crying like "OMG HYDRA SO IMBA I GOTTA LOOK AT CEILIN 2 SHOOT IT SO OP"
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited February 2012
    <!--quoteo(post=1899523:date=Feb 4 2012, 05:33 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 4 2012, 05:33 AM) <a href="index.php?act=findpost&pid=1899523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If anything should change, it's probably the fact that hydras are completely horrible. If they were even half as "attention-getting" as sentries, the game would be a lot more interesting. I want to see stubborn marines crying like "OMG HYDRA SO IMBA I GOTTA LOOK AT CEILIN 2 SHOOT IT SO OP"<!--QuoteEnd--></div><!--QuoteEEnd-->

    Mm, I think hydras are actually good as they are, at least, to fight against anyway.

    If you do anything to them, make them cheaper, they cost 10 pres so there's lots of room for tweaking there, maybe 7 or 8 res would be a better price to start with? Make them a bit more common and they should perform better. They work well, especially in groups, you just don't see many of them.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    They don't work well in groups because their reaction time is so poor and their damage output is so low against anyone not suiciding.

    Being in groups means that when grenades/flames/ARCs arrive your single point of failure becomes just that. Game after game I see players who are afraid to improve their core FPS skills (movement and aiming) go gorge, spam hydras thinking it's useful and then watch them all get mowed down like nothing. The same exact thing happened all the time in NS1. It's sad to see that hasn't been recognized and dealt with.
  • AbalithAbalith Join Date: 2011-06-26 Member: 106488Members
    In the games I've played recently I've been thinking sentries need a buff tbh. That may not be the case, they may now just be balanced but they are much less effective than they used to be.
  • arualarual Join Date: 2005-03-12 Member: 44989Members
    If marine bases with sentries are that much of an issue for you end game you should focus on the power node. Onos' or Gorges, especially in unison, should make short work of it - the hardest thing is getting all available team members to do the same thing at the same time.

    In my experience in most games that get bogged down the cause is the winning team not being coordinated enough any more. I've seen several alien teams clearly winning in terms of map control and hives but only ever 1 Onos or 2 Fades at a time. Then when they trying to tackle the marine bases with only Skulks and a single Gorge in support die almost immediately. A cycle develops with players developing to higher lifeforms out of sync and then dying quickly - wasting large amounts of Pres which even with many res nodes still takes a while to re-accumulate.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited February 2012
    Actually. I think they would probably be best replaced with a 'sheild' tower that also repairs buildings over time.

    It would give marines time to react, repairing would help upkeep and territorial control, and it would prevent the annoyance of sentries.
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