the arc..
Pampelmuse
Join Date: 2005-04-06 Member: 47641Members
<div class="IPBDescription">once again</div>i just played my most frustrating ns2 game ever.
aliens were in favor on mineshaft, nothing special so far. marines turtled, nothing special either.
i have to admit, marines were able to hold dres and their base, so they had 3 rts all the time.
but their comm managed to rack up so many arcs all the time, it was simply impossible to be everywhere where firepower was needed.
we had 4 hives, billions of crags, whips, backup upgrade chambers and stuff, but you simply cannot win against 30+ mobile enemys.
and thats the problem imo: aliens dont have any versatile npc support unit like the arc or mac, and thats quite unfair. i know theres whips but they depend on forward cysts, thats why in consider them as immobile stuff now.
marines can simply outrun an alien team by forcing their players to run all over the map. one player said "i feel like a firetruck who runs from one fire to the next". and its true. you have to run, hit, run back to another hive because two arcs managed to pass through somewhere else and are wrecking 10+ buildings per shot at the other end of the map.
after more than 80 minutes we lost the game because our augmented hive was killed. at least i assume that because i ragequitted before.
it simply feels so unsatisfying to lose when you have structures worth more than 1000 res on the field, all available upgrades and lifeforms, and still lose because you get spammed by a feature that was balanced for a whole different build a few patches ago. arc price was lowered to compensate for the super strong onos iirc. onos was buffed both in damage and severely in agility. so why not up the price again to 20..?
aliens were in favor on mineshaft, nothing special so far. marines turtled, nothing special either.
i have to admit, marines were able to hold dres and their base, so they had 3 rts all the time.
but their comm managed to rack up so many arcs all the time, it was simply impossible to be everywhere where firepower was needed.
we had 4 hives, billions of crags, whips, backup upgrade chambers and stuff, but you simply cannot win against 30+ mobile enemys.
and thats the problem imo: aliens dont have any versatile npc support unit like the arc or mac, and thats quite unfair. i know theres whips but they depend on forward cysts, thats why in consider them as immobile stuff now.
marines can simply outrun an alien team by forcing their players to run all over the map. one player said "i feel like a firetruck who runs from one fire to the next". and its true. you have to run, hit, run back to another hive because two arcs managed to pass through somewhere else and are wrecking 10+ buildings per shot at the other end of the map.
after more than 80 minutes we lost the game because our augmented hive was killed. at least i assume that because i ragequitted before.
it simply feels so unsatisfying to lose when you have structures worth more than 1000 res on the field, all available upgrades and lifeforms, and still lose because you get spammed by a feature that was balanced for a whole different build a few patches ago. arc price was lowered to compensate for the super strong onos iirc. onos was buffed both in damage and severely in agility. so why not up the price again to 20..?
Comments
I wouldn't suggest adding more NPCs to fight NPCs though...I think it's time people start looking at the ARC and not be afraid to change it in a big way. It's boring, looks dumb and creates waaaaaay more complaints than fond memories.
thats another point, yep :)
i remember the tense battles for a tf to upgrade in front of 2nd hive in soo many ns1 games, stationary sieges were a versatile strategy, but by no means necessary to fight down a hive. they were a much more thrilling element than those rolling trains in ns2 are tbh
I definitely agree they need a redesign one way or another, I don't quite get why mobile siege cannons were ever warranted from a design perspective.
Like seige cannons in ns1, arcs should need to be protected. At the moment, if there's enough of them, they barely need a single marine backing them up. The way it is at the moment, if the marines get enough turrets in their base so that onoses and lerks cant even take it down, they can sit on 1 res node in the late game and keep on building arcs, and then eventually send them out and win the game with it.