Cyst kills mines, thats unfair :(

oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
edited March 2012 in NS2 General Discussion
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.
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Comments

  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1914335:date=Mar 17 2012, 11:45 AM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Mar 17 2012, 11:45 AM) <a href="index.php?act=findpost&pid=1914335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1914340:date=Mar 17 2012, 07:00 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Mar 17 2012, 07:00 PM) <a href="index.php?act=findpost&pid=1914340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't let the Kham infest right up to your base, then. Keep some buffer zones; send out units to prune back enemy expansion.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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..
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Tech, I gotta concede that BECAUSE of the <b>price</b> of mines mixed with the ease in which khamm can drop cysts, this is imbalanced. It would be akin to marine commander being able to kill your lerk with a scan. Slight difference in energy vs pres, but otherwise its a similar waste of 30 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.
  • cH40z-LordcH40z-Lord Join Date: 2009-07-26 Member: 68269Members, Reinforced - Shadow
    The maps aren't that small that you can constantly effort dropping cysts in marine base. It takes some time to creep up to the marine base.

    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.
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    If a commander wants to spam cysts with the purpose of killing mines i think that's great. It is a smart use and allows the commander to help his team.
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    I have to agree with horse regarding the fades being able to trigger a large number of mines without taking damage, the blink invulnerability needs to be adjusted so there is at least some damage that is passes through, there should be a repercussion for blinking around a field of a dozen mines.
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    <!--quoteo(post=1914364:date=Mar 17 2012, 02:40 PM:name=SpaPal)--><div class='quotetop'>QUOTE (SpaPal @ Mar 17 2012, 02:40 PM) <a href="index.php?act=findpost&pid=1914364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have to agree with horse regarding the fades being able to trigger a large number of mines without taking damage, the blink invulnerability needs to be adjusted so there is at least some damage that is passes through, there should be a repercussion for blinking around a field of a dozen mines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    guys guys... imagine this scenario:

    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>
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I agree it's broken, but then aliens need a better way to deal with minespam. Cutting the energy cost on parasite for skulks would help, since currently it takes far too long to just take out a single mine with. AND it would make parasite more useful overall.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I've done this on Tram yesterday, it's so easy to just spam Cysts, each with an instant 600 HP as well. Now if there was an ARC somewhere, things would have been slightly different :p

    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.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Maybe cysts should turn off mines rather than destroy them. When the cyst is destroyed, they will work again. Til then they will be covered in a green blob.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    ^ but why does infestation have to be such an easy to apply/cheap offensive force? it is already filled with buffs, it doesn't need to be a structure damaging one, too. if it went this way, mines would have to be able to be picked up or relocated.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--quoteo(post=1914375:date=Mar 17 2012, 12:19 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 17 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1914375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited March 2012
    <!--quoteo(post=1914335:date=Mar 17 2012, 05:45 PM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Mar 17 2012, 05:45 PM) <a href="index.php?act=findpost&pid=1914335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm not a fan of infestation detonating mines, since it contributes to the uselessness of mines in the mid/late game. Instead, maybe infestation should just 'disable' mines while it covers them. Should the marines clear out the infestation, then the mines become active again.
  • InfraRedInfraRed Join Date: 2003-01-20 Member: 12508Members, Constellation
    Yeah but how many cysts does it take to get to those mines? 10? That's 20 Pres, more than what was spent on 3 mines. Also that's excluding the chance that a marine comes along and kills one of the cysts in the chain making the unconnected ones die. Also the time spend on the commander doing that is time not being spend on building defences or other alien commander duties. Anyway it has to be this way because marines aren't allowed to build mines on alien owned territory, so if they didn't get destroyed then what happens to the mines?
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
    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....
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Deactivation sounds tons better than detonation, at least the investment remains intact until it explodes or gets destroyed.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    Better solution.. dont waste every single pres you get on mines.
    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.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited March 2012
    Just place mines at walls so that infestation on the ground can't kill it, because the com can drop them only at the x/y axis. The easiest thing to do.

    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)
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1914410:date=Mar 17 2012, 02:36 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 17 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1914410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not a fan of infestation detonating mines, since it contributes to the uselessness of mines in the mid/late game. Instead, maybe infestation should just 'disable' mines while it covers them. Should the marines clear out the infestation, then the mines become active again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    genius again.
    someone should hire you for your ideas :)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Could allow marines to pick up mines again. Though to be fair, every cyst they drop to kill a mine also gives you +3 p.res again (when you kill the cyst) that you can then again spend on mines. (Meaning there's only a small amount of p.res lost) Most marines also need to learn not to clump mines together like crazy, else they just end up triggering eachother.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    It gives you +3 score, but I'm pretty sure res for kills went away a long time ago.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Oh really? I always thought they give p.res as well
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1914425:date=Mar 17 2012, 03:25 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 17 2012, 03:25 PM) <a href="index.php?act=findpost&pid=1914425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+3 p.res again (when you kill the cyst) that you can then again spend on mines. (Meaning there's only a small amount of p.res lost)<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    I love using cysts to distract marines trying to push a hive, making arcs shoot them instead or destroying all mines in the map.

    Also cysts are very easy map control due to sight.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited March 2012
    <!--quoteo(post=1914430:date=Mar 18 2012, 12:29 AM:name=Gadx)--><div class='quotetop'>QUOTE (Gadx @ Mar 18 2012, 12:29 AM) <a href="index.php?act=findpost&pid=1914430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also cysts are very easy map control due to sight.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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...
  • InfraRedInfraRed Join Date: 2003-01-20 Member: 12508Members, Constellation
    Yeah that yellow +3, +5, +15, etc is only score gained not any kind of resource gained.
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    Or perhaps while a room is infested by a cyst the mine stays intact and when it is triggered does reduced damage?
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