Biggest Arc Train Ever! [VIDEO]

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">About 23 or so...</div>Just wanted to share: <a href="http://youtu.be/OWIACCKgfPY" target="_blank">http://youtu.be/OWIACCKgfPY</a>

Is there a better place to post something like this on here? Mods, let me know and I'll move it, or you can move it and just tell me where to post a gameplay video like this next time if this isn't the right spot.

Enjoy.

Cheers,
Cody
«1

Comments

  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    <a href="http://s28.photobucket.com/albums/c204/princekahuna/?action=view&current=2012-05-09_00001.jpg" target="_blank">http://s28.photobucket.com/albums/c204/pri...05-09_00001.jpg</a>

    Got you beat. :P
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    ARC trains look stupid, why don't they buff the ARC and make it more expensive?
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1944376:date=Jun 17 2012, 10:21 PM:name=pRiNcEkAhUnA)--><div class='quotetop'>QUOTE (pRiNcEkAhUnA @ Jun 17 2012, 10:21 PM) <a href="index.php?act=findpost&pid=1944376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://s28.photobucket.com/albums/c204/princekahuna/?action=view&current=2012-05-09_00001.jpg" target="_blank">http://s28.photobucket.com/albums/c204/pri...05-09_00001.jpg</a>

    Got you beat. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now imagine that going both west and east sides of mineshaft at the same time. Too bad I don't have those screenshots for some reason.
  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    it was :| about 100 total arcs
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1944381:date=Jun 17 2012, 10:25 PM:name=pRiNcEkAhUnA)--><div class='quotetop'>QUOTE (pRiNcEkAhUnA @ Jun 17 2012, 10:25 PM) <a href="index.php?act=findpost&pid=1944381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it was :| about 100 total arcs<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice, did you at least crash the server? I would be disappointed if you didn't.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1944378:date=Jun 18 2012, 03:23 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Jun 18 2012, 03:23 PM) <a href="index.php?act=findpost&pid=1944378"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARC trains look stupid, why don't they buff the ARC and make it more expensive?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Someone is going to make a train of mega arcs eventually nonetheless xD
  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    <!--quoteo(post=1944382:date=Jun 17 2012, 10:28 PM:name=Gadx)--><div class='quotetop'>QUOTE (Gadx @ Jun 17 2012, 10:28 PM) <a href="index.php?act=findpost&pid=1944382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice, did you at least crash the server? I would be disappointed if you didn't.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No the server did not crash. 3 Robo factory in each Operations and Drill Repair pumped emm out fast enough. (3 vs 3 for like an hour)
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Just another reason why ARCs shouldn't have been mobile.
  • RiseRise Join Date: 2012-04-17 Member: 150595Members
    Arcs should require line of sight to their targets.
    Then their mobility would be justified.

    I think they should be firesupport for marine squads advancing, not siege devices from another room away.
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    Since 207, arcs have been reworked entirely. To get a serious ARC train going in 210, marines are winning by a huge amount anyways.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1944392:date=Jun 18 2012, 01:05 AM:name=Gadx)--><div class='quotetop'>QUOTE (Gadx @ Jun 18 2012, 01:05 AM) <a href="index.php?act=findpost&pid=1944392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since 207, arcs have been reworked entirely. To get a serious ARC train going in 210, marines are winning by a huge amount anyways.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It still annoys me how the marines can win without defending the arc train though. Aliens cannot kill them quick enough or prevent them from firing.
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1944393:date=Jun 17 2012, 11:30 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jun 17 2012, 11:30 PM) <a href="index.php?act=findpost&pid=1944393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It still annoys me how the marines can win without defending the arc train though. Aliens cannot kill them quick enough or prevent them from firing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Vortex stops them from firing. Bile bomb does quite a lot of damage.

    If marines get a massive ARC train going, thats because they have already won and theres no point to draw out a game.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited June 2012
    <!--quoteo(post=1944392:date=Jun 18 2012, 02:05 AM:name=Gadx)--><div class='quotetop'>QUOTE (Gadx @ Jun 18 2012, 02:05 AM) <a href="index.php?act=findpost&pid=1944392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since 207, arcs have been reworked entirely. To get a serious ARC train going in 210, marines are winning by a huge amount anyways.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is not even true at all. The game can be completely even, once marines fully tech out they got nothing else to spend team resources on but to spam arcs. ARCs make this game a complete joke.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Vortex stops them from firing. Bile bomb does quite a lot of damage.

    If marines get a massive ARC train going, thats because they have already won and theres no point to draw out a game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Haven't tested vortex out on ARCs yet, but doesn't that also make them invulnerable. If a gorge is harassing your arcs, you fail as a marine.

    If marines get a massive ARC train going, it's because they completely cheese the game and take no skill to use, not be cause they already won the game. Actually, ARCs are pretty much iWin buttons given that they're mobile.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1944385:date=Jun 18 2012, 07:30 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 07:30 AM) <a href="index.php?act=findpost&pid=1944385"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just another reason why ARCs shouldn't have been mobile.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem can be easily solved.
    Just make marines deploy them instead of the commander.
    Commander could do a prep for deploy, then marines hold 'e' for a few seconds to deploy an ARC.
    This will force the marines to put down their guns, and leave themselves vulnerable for a short time if they want to siege.
    And that should emulate building the siege cannons, alá NS1.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    also if they insist on keeping them mobile they should add some flocking behavior to their pathfinding.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    Is arcs shooting through walls intended?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    edited June 2012
    <!--quoteo(post=1944438:date=Jun 18 2012, 05:21 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 18 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1944438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem can be easily solved.
    Just make marines deploy them instead of the commander.
    Commander could do a prep for deploy, then marines hold 'e' for a few seconds to deploy an ARC.
    This will force the marines to put down their guns, and leave themselves vulnerable for a short time if they want to siege.
    And that should emulate building the siege cannons, alá NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like this. Its also a very hard nerf against arc trains. Only so many arcs can be deployed sufficiently quickly unless the entire team is there.

    Edit: Commander needs to keep the ability to pack them up though, otherwise marines can troll the commander by unpacking them when they aren't being used.
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    This is one of the reasons I've stopped playing NS2. Bring back NS1 sieges, not only did they work better from a game design perspective, they were just a lot more fun to use as well.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Kharaa have 50% of the map.

    Marines have 50% of the map.

    Marines win - no way to stop ARC's when they roll in.

    Vortex? No, only disables ARC's, doesn't destroy them, and the range is short. Like 10yds. Bilebomb? No, Bilebomb damage value is still the one it was with Lerk, not the one Gorges used to have - which is to say, it SUCKS hard. I can honestly spit down a rez node faster than bilebomb it.

    Solution is easy tho, just buff bilebomb.
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    <!--quoteo(post=1944470:date=Jun 18 2012, 01:49 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jun 18 2012, 01:49 PM) <a href="index.php?act=findpost&pid=1944470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kharaa have 50% of the map.

    Marines have 50% of the map.

    Marines win - no way to stop ARC's when they roll in.

    Vortex? No, only disables ARC's, doesn't destroy them, and the range is short. Like 10yds. Bilebomb? No, Bilebomb damage value is still the one it was with Lerk, not the one Gorges used to have - which is to say, it SUCKS hard. I can honestly spit down a rez node faster than bilebomb it.

    Solution is easy tho, just buff bilebomb.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually this is exactly how you don't want to balance a game. Unless the design of an arc is one that intended a train of 10+ arc's (and I certainly doubt it does) why on earth would you try to balance a broken feature. If you buff bile bomb you buff it in the entire game, so now it becomes op to use on everything else in the map.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Nah, how many ARC's don't matter. The problem is there's just no damage to kill even few with any efficiency. And bilebomb sucks on all accounts atm. So just buff it. :)
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The problem with arc is that they are units. The marine comm can spend tres to buy new players.

    If the alien can't do the same (whips?) then they cannot compete with this increased army size.

    We don't really see it yet but the marines can split their arcs, attacking multiple location at once. If all the marines defend one of the arc train then the aliens must focus on this arc train in order to stop it, letting the other ones free to destroy their target.

    I don't think it's a big problem because it's late game spam and super costly, but it kind of breaks the fixed army size rule.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1944462:date=Jun 18 2012, 02:34 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jun 18 2012, 02:34 PM) <a href="index.php?act=findpost&pid=1944462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is arcs shooting through walls intended?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, it was taken directly from its predecessor the Siege Cannon from NS1.
  • JoracyJoracy Join Date: 2012-06-17 Member: 153367Members
    That game was quite a bit of fun <__< for us at least. I feel sorry for the poor aliens, we took control of most of the map and just built arcs. We did the EXACT same thing the game before with about the same level of success (slightly less arcs though)

    I agree that there are some serious balance issues here, although arcs ability to end long games that could have been a stalemate is nice (because the stalemates where you know one side is guarenteed to win, but just can't quite muster enough strength to do it are really not that much fun). I think the mobility is a good mechanic actually, if aliens were more capable of destroying them en route. But especially with the massive increase in res, arc trains are just too cheap. We get all of our tech, and we have nothing left to do but spam arcs to try and end the game, and we have A LOT of res to do that with.
  • SpizikeSpizike Join Date: 2012-04-01 Member: 149794Members
    <!--quoteo(post=1944438:date=Jun 18 2012, 02:21 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 18 2012, 02:21 AM) <a href="index.php?act=findpost&pid=1944438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem can be easily solved.
    Just make marines deploy them instead of the commander.
    Commander could do a prep for deploy, then marines hold 'e' for a few seconds to deploy an ARC.
    This will force the marines to put down their guns, and leave themselves vulnerable for a short time if they want to siege.
    And that should emulate building the siege cannons, alá NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea swalk, except the maps are not exactly designed for this right now. Only a few hives are siegable without having to walk all the way into them. If the marine can walk all the way into the hive and sit on an arc, he could have probably killed it anyway. A lot of the mineshaft hives come to mind - which is also where you see the most stalemates resulting in mass arc trains.

    However, something like this is definitely in the right direction. It will limit the mass arcs and make the battles more fun.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I think ARC trains counter the "Onos CC Rush" alien tactic.

    It only takes 3-4 Oni to destroy a CC. That's 225-300 res. You could get 11-15 arcs for that same price, and that's about how many it takes for a truly decisive and unstoppable win.

    Cheers,
    Cody
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1944376:date=Jun 18 2012, 12:21 AM:name=pRiNcEkAhUnA)--><div class='quotetop'>QUOTE (pRiNcEkAhUnA @ Jun 18 2012, 12:21 AM) <a href="index.php?act=findpost&pid=1944376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://s28.photobucket.com/albums/c204/princekahuna/?action=view&current=2012-05-09_00001.jpg" target="_blank">http://s28.photobucket.com/albums/c204/pri...05-09_00001.jpg</a>

    Got you beat. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    1. That's not a video.

    2. I counted 20 arcs in that shot. We had 23. ;)

    Cheers,
    Cody
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited June 2012
    The siege cannons in NS1 had to shoot through walls because they weren't mobile. ARC's on the other hand are mobile, so they actually don't have to be able to shoot through walls. On the other hand, trying to get the siege cannons up in time before the Alien counter-attack created its own style of gameplay that was really fun. The mobility of ARC's have kind of removed that suspenseful gameplay anyway (which is perhaps bad, but it creates another kind of gameplay which can also be fun), so again, there's no need for shooting through walls.

    I think ARC's should have to have line of sight to fire. The ARC's will be more out in the open and take a lot of damage, but that will also make Marine cover, teamplay and frequent use of the Welder essential for a successful ARC push. The only problem that I can see are huge amount of Whips placed at tight corners. Solution: Make it possible for the Comm to order the ARC to attack the ground, and add sufficient splash damage.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1944438:date=Jun 18 2012, 11:21 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 18 2012, 11:21 AM) <a href="index.php?act=findpost&pid=1944438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem can be easily solved.
    Just make marines deploy them instead of the commander.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed - and it's such a simple solution!
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    <!--quoteo(post=1944470:date=Jun 18 2012, 08:49 AM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jun 18 2012, 08:49 AM) <a href="index.php?act=findpost&pid=1944470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kharaa have 50% of the map.

    Marines have 50% of the map.

    Marines win - no way to stop ARC's when they roll in.

    Vortex? No, only disables ARC's, doesn't destroy them, and the range is short. Like 10yds. Bilebomb? No, Bilebomb damage value is still the one it was with Lerk, not the one Gorges used to have - which is to say, it SUCKS hard. I can honestly spit down a rez node faster than bilebomb it.

    Solution is easy tho, just buff bilebomb.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol vortex is much more useful than you are giving it credit for. While you are correct in the fact it does not destroy them, only disabling them, its just that which makes it powerful. The amount of ###### you could save from destruction by disabling the ARCs while everyone else mops up the marines is paramount. Then once all the marines are dead you vortex all of the ARCs that the team is NOT attacking, disabling them from firing while you wittle down the others.

    Considering vortex is an AOE ability that can be used more than once, this can be EASILY done by 1 fade dedicating himself to the cause.
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