Ghost buildings
Scrajm
Join Date: 2011-10-17 Member: 127859Members
Join Date: 2011-10-17 Member: 127859Members
Comments
Should have really told us in the changelogs indeed :p. I saw the guys from ARC only found out in their scrim today. (they were trying to block an onos with a building)
It was only after i noticed it in the first few minutes of the steam build that i notified that the "bug" was still in cuz we reported it as a bug, but it turned out to be the answer to ghost structures and was intentional.
I personally don't like how structures just disappear. Its ripe for griefing, and aliens don't have any weakness of the sort (especially with drifter change). I really consider it unfair when attempting to relocate - that dropped cc that isn't built yet just instantly disappears in those few crucial moments cuz of one 0 res skulk.
Make the structures half opaque and able to be walked through until a marine presses use on it. This whole evaporation game is actually incredibly frustrating when you are trying to put buldings and turrets in a place like ventilation. Aliens just walk by it and wipe them all out and then they get killed... then you lose precious seconds dropping down new structures. It's extremely aggravating and shouldn't be implemented yet until aliens simply pass through them without evaporating them.
and Psiwarp even better point! Now I am going to have to abuse that exploit :-P Especially on those back and forth matches... you could clutch the game by blocking their CC drop so you can plop down your hive. *Face palm*
All of this costs you nothing and you arn't punished for bad building placement decisions. It doesn't matter where you place your first 2 RT's anymore as long as your marines build the powerpoint first and don't touch the RT untill you get the skulk rush and know where their hive is. Theres also hardly any risk in placing phasegates in advance of your marines without thought. If there are aliens there it will disappear, you get your res back, the marines know there are aliens.
And then there are the problems caused for relocation, aliens griefing marines etc.
Granted the current implementation isn't ideal, losing your resources would make it even worse.
Granted the current implementation isn't ideal, losing your resources would make it even worse.<!--QuoteEnd--></div><!--QuoteEEnd-->
In NS1 all you had to do was build it for a split second as a marine and it would no longer be "ghosted", so it'd take more than one bite unless it was placed in the middle of a skulk rush.
I'm pretty sure they implemented that feature to prevent armory blocking an onos that enters your base.
Their not actually destroyed or attacked. They disappear instantly when an alien touches them.
they need to use the material system and make ghost structures look like a wireframe blueprint or something and when you start building it with your nanite-gun you see it slowly start to take shape rather than just magically appearing fully constructed
That is absolutely correct. What of it?
<!--quoteo(post=1928873:date=Apr 23 2012, 06:59 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Apr 23 2012, 06:59 PM) <a href="index.php?act=findpost&pid=1928873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Their not actually destroyed or attacked. They disappear instantly when an alien touches them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, and? Do you mean it'd be un-immersive?