Whats with all the sentry spam?

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited April 2012 in NS2 General Discussion
What happend to 205?
The last games yesterday was fine, but today on diffrent server, marines spam sentrys.
I had a round, i was late joiner and marines got 14 sentrys in their base.
On another round, which was i don't know 10-15 minutes, marines also got 12 sentrys and later after 10 minutes they spam another 10 in the double res room on mineshaft, next to the powernode which makes impossible to kill it.
Every lerk die in seconds to the sentrys.
What happend to sentrys?


on the second screenshot you can't see them, but its about 5-7 sentrys at central drilling.
<img src="http://img571.imageshack.us/img571/6170/2012042100001m.jpg" border="0" class="linked-image" />
<img src="http://img849.imageshack.us/img849/3984/2012042100006l.jpg" border="0" class="linked-image" />

First picture:
fly through the marine base as lerk = dead
walk next to the marine base as fade = dead
Same as gorge, onos or skulk.
Onos don't die fast but with marines.
«13

Comments

  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    yes, it's absolutely annoying! killing lots of fps as well :(
    pleace implement a sentry max. or anything to fix this
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited April 2012
    How about no sentries within x distance of another sentry. It would limit number of sentries in bases, and encourage wise placement.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    What server was it on? We have a 4 sent. limit on our server. I know traNs^ has no limit that may be why.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1928212:date=Apr 21 2012, 07:44 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 21 2012, 07:44 PM) <a href="index.php?act=findpost&pid=1928212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about no sentries within x distance of another sentry. It would limit number of sentries in bases, and encourage wise placement.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1,

    maybe add a cyrcle around the sentries if you are commander, so you can see, where you can place them, and where not
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    That is how it works. default settings are 4 sents. in a 30 radius i think. Like i said teh server bust have them on no limit.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Having one bad game doesn't necessitate a change. The only thing it does is kill FPS, which is null at this point because devs haven't start the oh-so-promised optimization process. They get taken out with the power node which can be taken out by just spamming bile bomb in the current build, and would be even more countered if you did what I am suggesting in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117963" target="_blank">my thread</a>, but it seems people care more about discussing QL and ohmigawd black armor than actual gameplay changes.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    From my experience (And I comm a lot as marines as well)
    - Sentry'spam' generally only occurs later on in the game when; A. Marine comm has nothing else to spend res on (easy to run through all marine tech fast with 3 - 4 extractors), B. Game is already over (aliens control the map) but marines resorted to sentry spam to drag it out (technically this can be done indefinitely, since aliens have no means to break sentryfarms effectively)

    -The use of a handful of sentries is often a necessity to keep marines in the game currently. I.e it's really hard to hold on to map control as marines (once fades and onos appear, which is extremely fast in NS2) without planting down a few sentries. A few sentries supported by a few marines goes a long way in keeping an area secure, at least until BB lerks show up and marines have to resort to spamming the sentries. (Since, until performance and hit reg is improved, BB lerks are a huge problem, not to mention that even if these things were fixed, their mobility combined with massive building DPS allows them to continuously perform 'hit-and'run' flights on all marine RTS and positions))
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Turret factories would be a wonderful way to increase the cost and slow down the overall speed at which a base is covered in turrets.
  • Unknown_SoldierUnknown_Soldier Join Date: 2002-11-03 Member: 6395Members
    I actually wish Sentry Farms would become a bit more prominent in the game as a tool for area denial. It feels like with all the mobility Aliens have, Marines have no presence anywhere outside of their base. "Securing" a hive consists of dropping an RT and maybe a phase gate (but usually not). Random skulk comes along and chomps on the RT; no more hive control. Compare that to NS1 where securing a hive or important chokepoint would mean dropping a TF, some turrets, and a phase gate. You knew it wouldn't go down without higher lifeforms at least tanking the turrets for skulks and whatnot.

    I suppose it goes back to the issue where Marines have virtually no map control right now.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Spam until the server crashes, it's a legit tactic.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    <!--quoteo(post=1928259:date=Apr 21 2012, 10:08 PM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 21 2012, 10:08 PM) <a href="index.php?act=findpost&pid=1928259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spam until the server crashes, it's a legit tactic.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, or until you slowly conquered the entire map :D
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited April 2012
    Turrets should be bought and placed by players (like mines). Place a limit of one turret per player or so (similar to the ~3ish limit per gorge in the upcoming hydra change) This will impose its own limit and allow turrets to scale with increasing number of players per side (like the hydra). This could even have the positive side effect of making turrets viable out side of late game spam. A design principal is that the commander does not damage players, but turrets allow the commander to do just that in a large way.

    Commander can still rotate turrets. Maybe even use macs to relocate them (allow players to pick them up again and move them as well).
    I would even make the whips something gorges put down (and again khamm can relocate them). Move all damage type structures to the players. It scales better.
  • PowerfuryOAPowerfuryOA Join Date: 2012-03-07 Member: 148314Members
    This is another reason why I believe that gorges should have never lost their bile bomb ability from the sneaky lerk.

    The gorge bile bomb would be able to slowly push back turret spam with conjunction of teammate support (so the vulnerable gorge does not die). This was a relatively slow process, but a gorge was able to bile bomb turrets from a relative safe distance if marines were successful in killing the gorges support units. This promoted the use of different life forms for different tasks and teamwork.

    Now the lerks have the bile bomb ability. It requires lerks to physically enter the base and dive bomb bile bombs onto the structures/marines. Usually, this is a pretty easy process for the lerk as hit registration has not yet been refined. On the other hand, this is an extremely frustrating process for the marines. In return, we are seeing more and more turrets spam to deter lerk bile bomb. It's quite successful since turrets are very accurate and do a lot of damage verses a lerk. This is where the issue arises.

    Once an open area has been sufficiently spammed with turrets, the aliens do not have a strong counter to break the turrets. Skulks die almost instantaneously very quickly in a room filled with 4+ turrets, lerk(s) are not able to stay in the room to sufficiently bile bomb the area, fades do not do enough damage before they have to retreat, Onos is a bullet magnet and is in serious danger of being blocked by an armory if it stays long enough in combat. There's nothing to say about the gorge currently.

    But I digress...
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    edited April 2012
    Spores confuses sentries if spores are between you and the sentry. So one lerk going in first and dropping spores, followed by another lerk dropping bilebombs works fine - sentries only take like 4 bilbebombs to kill (1800 hits).

    Also, sentries only aim 45 degrees up/down, so if you fly high enough, you might avoid getting hit.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    edited April 2012
    <!--quoteo(post=1928256:date=Apr 21 2012, 12:46 PM:name=Unknown_Soldier)--><div class='quotetop'>QUOTE (Unknown_Soldier @ Apr 21 2012, 12:46 PM) <a href="index.php?act=findpost&pid=1928256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually wish Sentry Farms would become a bit more prominent in the game as a tool for area denial. It feels like with all the mobility Aliens have, Marines have no presence anywhere outside of their base. "Securing" a hive consists of dropping an RT and maybe a phase gate (but usually not). Random skulk comes along and chomps on the RT; no more hive control. Compare that to NS1 where securing a hive or important chokepoint would mean dropping a TF, some turrets, and a phase gate. You knew it wouldn't go down without higher lifeforms at least tanking the turrets for skulks and whatnot.

    <b>I suppose it goes back to the issue where Marines have virtually no map control right now.</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, no map control until they build turrets, then all the aliens just whine about "turret spam" as if it's not a legitimate thing to be able to build them. I've seen alien teams equally spam the map with hydras.

    Sorry, you want us to build only 1 or 2 so you can get behind them and kill them while being out of sight of the others? lol.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    Lol thats the default for overmind. I think you misunderstand what i mean by 4. not 4 for the whole map. But eh im not gonna beg you to play on our server lawl.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Yeah, 4 is too much I agree. 0 is best ^^
  • ShadowFangShadowFang Join Date: 2002-05-01 Member: 565Members
    edited April 2012
    Remember in NS1 how the marines main way of holding areas was turret factories with at least 4 turrets, which albeit fired slowly, had 360 degree view, but were quite weak on their own... well that's what hydras are now and turrets got a re-imagined and have their intended flaws thus still needing more than 1 per room to ensure good security.

    now lets compare costs 1 TF with 4 turrets then 55 res, to 4 turrets now 40 tres. somewhat in the right ballpark due to blind spots.

    now, take turret farms back then with at least 2 TFs with 10 turrets each and 230 res, and now just 10 turrets with 100 tres to have a good lock down 100 tres. It skews quite a bit but there is definitively more diminishing values with our current sentries than those of the days of old, and of course our friendly power node acting as room wide power source is quite a weak link cause yea... no electrify.

    turret farms were easy to beat back then with an onos/gorge/bilebomb combo... the same should hold true now, just needs 3 members onos/gorge/lerk-bilebomb combo. either picking out each turret individually or the node... which irrefutably the sentries hold more weight seeing as the node is free and fast to repair
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    It's very frustrating to watch public games degenerate into sentry spam. We will need to do something about it, but haven't settled on a solution yet. All suggestions welcome!
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited April 2012
    <!--quoteo(post=1928256:date=Apr 21 2012, 08:46 PM:name=Unknown_Soldier)--><div class='quotetop'>QUOTE (Unknown_Soldier @ Apr 21 2012, 08:46 PM) <a href="index.php?act=findpost&pid=1928256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Compare that to NS1 where securing a hive or important chokepoint would mean dropping a TF, some turrets, and a phase gate. You knew it wouldn't go down without higher lifeforms at least tanking the turrets for skulks and whatnot.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1928323:date=Apr 22 2012, 01:00 AM:name=ShadowFang)--><div class='quotetop'>QUOTE (ShadowFang @ Apr 22 2012, 01:00 AM) <a href="index.php?act=findpost&pid=1928323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember in NS1 how the marines main way of holding areas was turret factories with at least 4 turrets, which albeit fired slowly, had 360 degree view, but were quite weak on their own... well that's what hydras are now and turrets got a re-imagined and have their intended flaws thus still needing more than 1 per room to ensure good security.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry to burst your bubble, but using turrets for pretty much anything was a terrible strategy in NS1 and you'd only see it happen with bad comms on low skilled public servers.

    This was a good thing. Most multiplayer fps gamers don't want to play against AI controlled units, that's what singleplayer and mmos are for. They want to play against other players. Any and all AI controlled units should be weak compared to the players themselves and should be limited in use.
  • Unknown_SoldierUnknown_Soldier Join Date: 2002-11-03 Member: 6395Members
    <!--quoteo(post=1928328:date=Apr 21 2012, 08:17 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Apr 21 2012, 08:17 PM) <a href="index.php?act=findpost&pid=1928328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry to burst your bubble, but using turrets for pretty much anything was a terrible strategy in NS1 and you'd only see it happen with bad comms on low skilled public servers.

    This was a good thing. Most multiplayer fps gamers don't want to play against AI controlled units, that's what singleplayer and mmos are for. They want to play against other players. Any and all AI controlled units should be weak compared to the players themselves and should be limited in use.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Eh, I pretty much stopped playing Classic after 2.0 but I vividly recall turrets being used at important choke-points (eg. messhall) and to secure a hive from lower level lifeforms. I played almost exclusively on FR31NS which back in the day was a server famous for the high level of player skill (I believe it was the first server to ever get mentioned in a news post on the NS site), so I'm pretty sure it was a valid strategy. Not sure if turrets fell out of favour later on however.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    edited April 2012
    I cannot recall a single instance where turrets were used in competitive\highskilled-pug games, from 1.0-release up to 3.20b43542whatever.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1928333:date=Apr 22 2012, 01:29 AM:name=Unknown_Soldier)--><div class='quotetop'>QUOTE (Unknown_Soldier @ Apr 22 2012, 01:29 AM) <a href="index.php?act=findpost&pid=1928333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh, I pretty much stopped playing Classic after 2.0 but I vividly recall turrets being used at important choke-points (eg. messhall) and to secure a hive from lower level lifeforms. I played almost exclusively on FR31NS which back in the day was a server famous for the high level of player skill (I believe it was the first server to ever get mentioned in a news post on the NS site), so I'm pretty sure it was a valid strategy. Not sure if turrets fell out of favour later on however.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Turrets were never used seriously in competitive play, outside of the rare weird round where they had some particular use. That should tell you all you need to know about it being a "valid strategy". I guess I shouldn't have specified "lowskilled public servers", because they were still used by clueless commanders even on the "better" public servers.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    how about having to power every sentry with their own power pack, or having a limit of 4 turrets on each power node? ("lore: the linear acceleration of projectiles is such a drain on otherwise efficient marine buildings, that powernodes can only power 4 turrets at a time").

    I hate turrets, but if I have to rely on people on publics to defend rooms i've locked down with phasegates and armories, I'd lose every one of them in seconds. just two or three turrets covering each other combined with turning and nano shields means I can yell at players to finally phase by the time they are almost down, thereby usually saving a location.

    I never ever ever ever have turrets in my main base though, if the marines can't hold the main base without turrets, they don't deserve to win anyway.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    having sentries powered by power packs would completely negate the point of the power node system.

    anyway, in ns1 i think sentry use was mostly map-dependent. i saw it a lot in critical chokepoints or double res points like the elevator room in ns_nothing, or waste in ns_tanith. a lot of maps didn't see much turret use at all, though.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    edited April 2012
    <!--quoteo(post=1928336:date=Apr 21 2012, 05:39 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Apr 21 2012, 05:39 PM) <a href="index.php?act=findpost&pid=1928336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Turrets were never used seriously in competitive play, outside of the rare weird round where they had some particular use. That should tell you all you need to know about it being a "valid strategy". I guess I shouldn't have specified "lowskilled public servers", because they were still used by clueless commanders even on the "better" public servers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1928328:date=Apr 21 2012, 05:17 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Apr 21 2012, 05:17 PM) <a href="index.php?act=findpost&pid=1928328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bad comms on low skilled public servers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So basically 99.9% of all games played every single day then? What an arrogant thing to say.

    Making changes to the game based on the intricate playstyles and tactics of serious competitive teams playing against eachother is only going to alienate the vast majority of players on these so called "low skilled public servers"
  • GundiesGundies Join Date: 2012-04-16 Member: 150558Members
    The base issue on why they're spammed seems to be that it's near impossible for most public players to kill a decent lerk player. 3 sentries > 6 pub players spraying bullets all over the place.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    <!--quoteo(post=1928352:date=Apr 21 2012, 09:55 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 21 2012, 09:55 PM) <a href="index.php?act=findpost&pid=1928352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So basically 99.9% of all games played every single day then? What an arrogant thing to say.

    Making changes to the game based on the intricate playstyles and tactics of serious competitive teams playing against eachother is only going to alienate the vast majority of players on these so called "low skilled public servers"<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope. This is a common misconception. Plenty of games (Quake 3, CS:GO, DOTA 2, LoL, SC2, any Capcom fighting game...) are designed primarily with competition in mind, but they're still huge successes with non-competitive players too. If someone is a bleeding-heart pubber, but you don't tell them a game was made for competition, they won't throw a fit. However, as soon as you mention competitive play on any gaming forum, or describe the mode of thinking of competitive players, you're basically hitler. Sorry fana!
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    <!--quoteo(post=1928359:date=Apr 21 2012, 07:24 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 21 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1928359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope. This is a common misconception. Plenty of games (Quake 3, CS:GO, DOTA 2, LoL, SC2...) are designed by and for competitive players, but they're still huge successes with non-competitive players too. If you don't tell someone the game was made for competition, and they're a bleeding-heart pubber, they won't throw a fit. However, as soon as you mention competitive play on any gaming forum, or describe the mode of thinking of competitive players, you're basically hitler. Sorry fana!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Games made for the competitive scene end up being dull and predictable for the sake of balance
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1928360:date=Apr 21 2012, 10:26 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 21 2012, 10:26 PM) <a href="index.php?act=findpost&pid=1928360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Games made for the competitive scene end up being dull and predictable for the sake of balance<!--QuoteEnd--></div><!--QuoteEEnd-->

    starcraft is pretty exciting actually.
Sign In or Register to comment.