Cyst kills mines, thats unfair :(
oldassgamers
Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
Its completely unfair that the alien commander drops a cyst worth of 2 res and kills all mines in that area, giving mines a useless perpuse. Because alien comm can just spam in a area to clear mines.
Im really hoping that uwe at least puts the ability that makes cyst be unplacable near marine structors so cyst spamming base eont be optional.
Im really hoping that uwe at least puts the ability that makes cyst be unplacable near marine structors so cyst spamming base eont be optional.
Comments
Im really hoping that uwe at least puts the ability that makes cyst be unplacable near marine structors so cyst spamming base eont be optional.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't let the Kham infest right up to your base, then. Keep some buffer zones; send out units to prune back enemy expansion.
You really never played alien commander. With 6 res i can drop 3 cyst in mather of second and i've got insane much ground. Think what alien commander can do with 12 res..
Also, fades should not be able to set off mines. Period. I can single handedly ruin an infinite amount of marine pres without a scratch. this issue will get exaggerated further once lifeforms are untied from hives and my fade can ruin your anti skulk rush measures in one attempt - seriously crippling early game pres even with a failed/no rush.
While the marine team spreads out for capturing extractors or fighting for some rooms they mostly kill the creep. If they don't then blame your team but not the overall mechanic.
I haven't tested it before but you should be still able to place mines above the ground on walls and structures which should not explode when being infested.
There's a delay when a fade steps on mines, so a fade can just shadow-step or blink. I usually use shadow step for saving energy. Also, mines doesn't really do much damage to fades, except skulks. The blink is fine, the cost of energy using blink was already adjusted.
its mid game on mineshaft, aliens have their 2nd hive up at Ore extraction and marines have just taken over crushing machine, but its been a tug o war game so far. in an effort to hold their territory they use their viable option of mines. every marines buys them and places them about.
all that alien khamm has to do is ONE MOUSE CLICK and a theoretical 240 personal res goes right out the window for that team (if they each only bought it ONCE)
<u>Thats Huge</u>. Theres no equivalent to that ability on the marine side?? what if in one click the commander could erase a room of hydras? (which are 1/3 the cost, btw) people would be screaming.
regarding the fade again: no need to incur dmg to fade from mines, hes in an ethereal state called blink, its easy to have mythology explain why mines dont go off for him and it would just solve this same issue. I promise you, currently in games i make it a point to remove every single mine in marine base when i'm a fade.. why? because i can. <b>but its so cheap and exploited that it should be fixed.</b>
I hope they address Cyst build time when the final DI implementation comes into play, where hopefully the tendrils will take time to generate from one Cyst to the next, depending on the distance.
But for now, I would like to see infestation deal damage over time to Mines, at a rate similar to dying Kharaa buildings.
<u>Thats Huge</u>. Theres no equivalent to that ability on the marine side?? what if in one click the commander could erase a room of hydras? (which are 1/3 the cost, btw) people would be screaming.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds remarkably like using ARCs to clear a room, except ARCs can kill things besides mines and do cost TRes, not Pres. Something that helps avoid this? Put your mines on the walls/ceiling, on railings, etc. A cyst right next to them will still set them off, but the expanding Croach field won't.
Another way of fixing this might be to have cysts spawn with less health and quickly heal up to full, and/or tune the mine damage type to Structural. This'd allow a phyrric victory, where the cyst kills the mine but the mine also kills the cyst, and make it at least a bit more expensive for the Khamm to do this. Changing the mine damage type to Structural might also allow marines to use mines in creative ways attacking buildings...
Im really hoping that uwe at least puts the ability that makes cyst be unplacable near marine structors so cyst spamming base eont be optional.<!--QuoteEnd--></div><!--QuoteEEnd-->
How else are aliens supposed to clear mines other than bile bomb, which is free?
Put it this way, if you spam mines everywhere, be prepared to have them be very cost ineffective. If you do things like placing them inside vents, on strategic doorways, and in small numbers, you'll find them to be a lot less inefficient.
You shouldn't be having every marine buy a mine pack and dropping them in one base on the floor, you should be having a couple of marines buying a mine pack and spreading them out among three or four vents, or along one big vent at distant intervals, or around a couple of narrow bits in a hallway, you'll get about the same degree of effectiveness out of them.
I killed like two aliens with one mine pack on tram the other day by buying a jetpack and just laying them in vents, aliens don't expect it and they can't avoid them either.
Every game i play anymore bad marines buy mines and sit on top of them, or they make a nice carpet.. makes skulking really fun.
Also it takes a couple of secs for the infestation to spread out of the cysts, enough time to kill it if no aliens are attacking.
<!--quoteo(post=1914414:date=Mar 17 2012, 11:47 PM:name=Sampson)--><div class='quotetop'>QUOTE (Sampson @ Mar 17 2012, 11:47 PM) <a href="index.php?act=findpost&pid=1914414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->an alien commander doesn't drop cysts for 2 res..... gorges do? it's 15 energy for the alien comm and in early game that can make a huge difference. later game it doesn't really affect aliens tho....<!--QuoteEnd--></div><!--QuoteEEnd-->
In the actual B200 cysts need 2 Pres from the alien commander and Drifters Tres, energy is only here for Catalyse (not working on HBZ)
genius again.
someone should hire you for your ideas :)
small amount lost? aren't mines still 30 res?? even if it was 10, the reach of infestation makes it so that your mine wont always reach that cyst. not to mention the other nearby mines from other players who dont get jack.
Also cysts are very easy map control due to sight.
I love that so much, its the "radar" answer from aliens.
<!--quoteo(post=1914429:date=Mar 18 2012, 12:28 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 18 2012, 12:28 AM) <a href="index.php?act=findpost&pid=1914429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->small amount lost? aren't mines still 30 res?? even if it was 10, the reach of infestation makes it so that your mine wont always reach that cyst. not to mention the other nearby mines from other players who dont get jack.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, 15 res:3, so just 5 res each mine...