ARCs
PowerfuryOA
Join Date: 2012-03-07 Member: 148314Members
Join Date: 2012-03-07 Member: 148314Members
Comments
1) ARCs tend to melt to bile bomb, which is among the most important and used alien upgrades.
2) ARCs cost 20 tres a piece and require an upgraded turret factory. Both the ARC factory upgrade and building the robo factory take their time. Also, an effective ARC push usually requires that the ARC factory is somewhat close to intended target, since otherwise you are forced to divert part of your team to babysitting ARCs moving through the map. Thus, for an ARC push to be effective, you are forced to invest 100+ resources into a forward base, on top of all the normal stuff (marine attention, mines, PG, armory).
3) Exos are a crowd pleaser and a supported dual exo is great at taking down hives and eggs. You can negate much of the Exo slowness by building a forward prototype lab in a forward base next to the intended target.
4) Skulk nerfs have made turtling aliens a normal sight, and early game marine pushes can down a hive with shottys, LMGs and GLs. Thus games don't often progress to a stage, where ARCs are called for.
5) Performance increases have allowed for huge servers, where LMG rushes down hives in a matter of seconds. It is really hard to counter 7-8 pushing marines in the early game. Hives just go down without arcs. Since CC/hive health doesn't scale with player count, CC/hive rush tactics become much more effective with growing player count.
6) EDIT: Alien economy is currently struggling and alien build orders are very strict and lean. This means that the hive areas often contain only the bare necessities plus some hydras and clogs. Any early whip spam etc. will come at the cost of upgrades and personal resources.
7) EDIT: Crags don't really heal hives any more, so you don't have to clear crags from around the hive. You can just focus on the hive.
So, even though ARCs are still useful and a viable choice, marines have other more efficient (or at least popular) tactics available throughout the game. This leads to ARCs being neglected until marines have all upgrades and are swimming in extra tres.
I made a HUGE post about it here:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121145" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=121145</a>
For the time I spent on it it didn't spark much of a discussion, I was rather pissed off!
Hmm i missed this change and i dont find it good.Marines got MACS and Welders for repairing their structures.
And defense chambers in NS1 placed at hives made the battle for them with some gorges very exiting.
I would implement the good old Sieges from NS1 anyway instead of ARCs.Battles for hives where more strategically and thrilling with sieges.
The only problem with sieges would be that they are dont fit together with the power node system.
I cant think of a single good sieging spot on any maps except onosbar to locker room, behind tram (impossible to get to though) refinery in shaft.
A simple rule should be : Every hive location should be exposed to a spot from where it can be siege without a gorge bilebombing it and being within healing range of the hive.
... no
stop. hand-holding.