Bilebomb

BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
<div class="IPBDescription">Maybe we could get official statement?</div> Ok, so without anouncing it (and with making testing it much more difficult without any reason) bilebomb seems to have been fixed partially.
Manual says it should do double dmg against structures, in 1.01 it did half dmg to structures, now it does normal dmg against structures. Now i would like to know, do you plan on fixing this completely or how it is meant to be?
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Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Yes - as it stands the bilebomb is worthless compared to acid rocket.

    Sure it has huge splash damage, but it sucks because it doesn't even do what it was orginally intended to do.

    If it did 80 to structures MAN would Mirene bases fall so fast...
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Thats all we need to do is make fades more powerful, if they up there attacks i want them to lowwer the HP's of fades.
  • tlarmontlarmon Join Date: 2002-11-15 Member: 8701Members
    <!--QuoteBegin--Eidolan+Nov 18 2002, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Nov 18 2002, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thats all we need to do is make fades more powerful, if they up there attacks i want them to lowwer the HP's of fades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have to agree with this statement.

    When I'm aliens (which is most of the time), I play FADE no questions asked, and I think everything is perfect the way it is now.
  • LoadedLoaded Join Date: 2002-11-05 Member: 7105Members
    I would like to roll the bile bomb around like the grenades, just so I can roll them around corners and get the human towers. I think the game is even now, but I would like to see the bile bomb at full power, just to see what it's like.
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    There are some problems with all the weapons that use HL explosions (bilebomb, xenocide, grenades, siege). I'm looking into this and it will be fixed soon.
  • UnitUnit Join Date: 2002-08-26 Member: 1230Members
    BOOYA. That confirmation made my day.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Eidolan+Nov 18 2002, 11:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Nov 18 2002, 11:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thats all we need to do is make fades more powerful, if they up there attacks i want them to lowwer the HP's of fades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dude what are you talking about Fade's are very balenced.
  • WingWangManWingWangMan Join Date: 2002-11-03 Member: 5856Members
    Finally...Fixed Bilebomb... the answer to the 1 million turrets farm
  • sendersender Join Date: 2002-11-12 Member: 8337Members
    Ya, it's funny but I think the way things are now the fades are well balanced. It takes a good team of marines + good commander to take on a fade, and thats without bilebombs working as they should. I have the feeling that fades with working bilebombs might be just a TAD powerful (though I suppose the best bet is to wait and see).
  • KidzeldaKidzelda Join Date: 2002-06-25 Member: 819Members
    edited November 2002
    The main reason bilebombs are going to be so powerful is because <b><i><u>it requires 3 hives</u></i></b>. If the marines let the aliens get 3 hives, the marines deserve to go down in huge acidic explosions <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Crazed-OneCrazed-One Join Date: 2002-11-05 Member: 7027Members
    Dang KidZelda killer statement you rule, here have a swig of the old alchamahol.

    Damn right I'm a November Noob so what? What? umm what u ;lookin at? I own Joo; l337 my mod be out next week, my 3d graics rulz, oh jeeperz how that tequila fell in my mouth?
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    Before you start saying bilebombs are to powerfull, look at all the other 3hive skills. Spore, Xeno, Babblers, Primal Rage, Onos (ok so it's not a skill, but you nead 3 hives).

    They are all very powerfull. Nothing kills marines faster then a coridor full of spore. Unless it's a chargeing onos with primal rage backup up by a bunch of fades shooting with there masivly upgrade fireing rate from the primal rage.

    It's like marines with full level 3 armor and weapon upgrades with HA and HMG/GL. If you managed to get 3 hives or all the upgrades and the RP to use them, you deserve to win. Besides it's no fun playing a loseing game for hours.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If it did 80 to structures MAN would Mirene bases fall so fast... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually it does 80 dmg vs structures now:
    v1.01 - 80 vs human, 40 vs structures
    v1.02 - 80 vs human (not tested but would be surprised if not), 80 vs structures

    manual: 80 vs human, 160 vs structures.


    And for those bitching about fades, you may forget that a fully upgraded fade costs 50 rp (and a LOT of time, where you are left very vulnerable), the same as a fully upgraded marine in ha/hmg (if he does not take the equipment from another one who just died, then it costs nothing).

    So commander spends 50 rp, ha/hmg marine is ready nearly instantly.

    Alien starts to evolve spending 44 rp, player fetches some coffee. Alien starts its 1st upgrade paying 2 rp and uses the time to get some sugar. Alien starts its 2nd upgrade paying 2 rp and gets some milk. Alien starts its 3rd upgrade paying 2 rp and gets a spoon mix caffee, milk and sugar. Alien is now ready to jump into the action.

    Now the alien runs into the marine and starts firing. After 4 acid rockets his energy is gone and he did 240 dmg (not even close to the dmg he must do to kill a ha marine even if all shots were hits). If he now does not have adrenaline upgrade he can wait forever till he can shoot again, with adrenaline it is a bit faster.

    The marine starts firing. He can fire 150 rounds doing 23 dmg with an insanely high rate of fire before he has to reload. So while the alien has to stop firing after doing 240 dmg, the marine can do 3450 dmg before he has to reload.

    Last but not least armor and health. The difference here depends on the upgrade choice of the alien. Without carapace the ha marine can take much more damage than the alien. With carapace i would say the alien can take more damage (the way carapace works is a bit strange. It reduces the dmg by a certain percentage before normal armor and health are taken into consideration. So it is not so easy to compare).
  • AAAddicussAAAddicuss Join Date: 2002-11-12 Member: 8335Members
    people who say fades are balanced always compare them to the wrong things... yes a fade vs power armor and an hmg is somewhat evenly matched... (not really.. fade hit and run tactics devastate anyone in power armor let alone power armor and an hmg). The problem is the amount of time it takes to get the two things your comparing.. and the ease with which you can get to them. you can not get hmg and power armor in the time it takes to get a fade. even if you can odds are the commander wont be able to afford em to give them to you.

    The problem isnt that the game elements are unbalanced. the problem is that the speed the different races get up the tech tree are dramatically different due to cost and efficiency of the two races
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Cost and efficiency?

    My strat as an alien consists of this. Everyone but one goes to pin the marines in their spawn. That one becomes a gorge, and as long as the skulks aren't letting any marines out, that gorge can go around and, completely WITHOUT worrying about defense, get 4-5 resourcers up. Now, ifi the marines were actually spending the game without half the team doing the "rush the hallway and wander off" thing, they might be able to do something similar... instead, what you usually end up with is ALL the marines standing around in spawn (minus the 2 wanderers) building turrets, getting an armory up, and doing the usual **obscenity**. I've seen some commanders not even send their guys out until they've got a few shotguns and the first level of weaponry upgrades.

    Meanwhile, the aliens (since they have one gorge who's pulling in a MASSIVE amount of resources) simply get up hive 2, then start putting D on their resourcers. Then, the walls of lame come up to add to the pinned marines. Then, once you've got them nicely bottled up, get hive 3 online, harden all your points thoroughly, and let the fades (and eventually onos) go to work on the marines.

    Now, what's the catch here? If the marines were working together, and manage to get out and plow themselves a few resourcers (possibly even a hive), they'd be good. In fact, the only time i've seen this NOT be the case is when the aliens are flat-out incompetent. As is, most commanders tend to turtle due to those first few rushes (blowing points on about 10 turrets in the spawn) when quite frankly, they should be expanding.

    The only thing that's unique about your spawn point is that it's got the portals, and the CC in it. For an easy 60 resources, you could drop 2 portals and a CC *ANYWHERE* else, and have a new base to work with (only problem then being the difficulty of using a distress beacon). Get out of it as soon as possible, take over somewhere useful and easy to defend, and move (or at least set up an alternate) your base there.

    But if the aliens have the first few minutes to just run free and do what they like, without the "oh, all 5 of us want to be gorges" effect going on, a marine team that doesn't move out quickly is a dead marine team.
  • WoggyWoggy Join Date: 2002-10-09 Member: 1466Members
    EXACTLY
    Shrike is 900% correct.
  • thanethane Join Date: 2002-11-01 Member: 3374Members, Constellation
    edited November 2002
    The marines seem to be lacking an intermediate weapon. Perhaps if the shotgun was made cheaper(say 10-15), but it required research it could serve between the LMG and the HMG for enough marines to make a different.

    Also, how many hits from an LMG does a fade take? Also, how much do the standard armor and weapon upgrades affect an LMG marines fight with a fade?

    Beyond just the numbers game, I wonder how an improved commander interface would affect marine performance.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    Without carapace upgrade, a fade will die in 30 hits of the LMG. With lv3 carapace, the fade takes 50 hits. (note that both LMG and HMG in NS suffer from "Counterstrike syndrome", where you shoot 30 bullets at someone and hit him 5 times)

    At close range, 2 shots from the shotgun will kill a fade, but you'll need 4 if he has armor upgrade.

    I think fades should have less life and armor, but deal slightly more damage. They should be the aliens' siege weapon, not the ridiculously tough all-around brawler they are now.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Trust me, once you play a Fade and have somone with a HMG shooting at you, that entire toughness thing goes out the window and makes a huge splat. Shrike is right, most games where Aliens win is because Marines sit in their base for the first 1/2 till they get HMG/HA.

    Fades are the only class next to the Onos that can not be 1 or 3 shot killed by a HMG, anyone ever think of that? I mean really, what other class has a significantly even chance of taking down a HA/HMG Marine face to face besides those two?

    NS works like most things in life. If your a **obscenity** you lose, if you play it smart you will win and have fun. Applies to both Marines & Aliens.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    An unupgraded Heavy Armor marine has the same toughness as a carapace upgraded Fade.

    But fades are a lot tougher to kill because they run twice as fast.

    And its true - Marines usually lose because they are too defensive. If marines aggressively sieze the offensive, aliens tend to go splat. The major problem with Marines is that they are way too dependent on a single member of the team - the commander. A bad commander can ruin the entire Marine game, even if all the marines are very good players.
  • Gweedo99Gweedo99 Join Date: 2002-11-19 Member: 9313Members
    Good point. I was thinking that when I was a fade, going up against a HA marine with HMG, I was losing, especially if the marine is being dropped health and armor constantly by the COMMANDER. Thank god for cloaking and regeneration, all I can hope for is the marine not to find me and I can regenerate my health.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--QuoteBegin--Shrike30+Nov 19 2002, 04:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ Nov 19 2002, 04:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cost and efficiency?

    My strat as an alien consists of this. Everyone but one goes to pin the marines in their spawn. That one becomes a gorge, and as long as the skulks aren't letting any marines out, that gorge can go around and, completely WITHOUT worrying about defense, get 4-5 resourcers up. Now, ifi the marines were actually spending the game without half the team doing the "rush the hallway and wander off" thing, they might be able to do something similar... instead, what you usually end up with is ALL the marines standing around in spawn (minus the 2 wanderers) building turrets, getting an armory up, and doing the usual **obscenity**. I've seen some commanders not even send their guys out until they've got a few shotguns and the first level of weaponry upgrades.

    Meanwhile, the aliens (since they have one gorge who's pulling in a MASSIVE amount of resources) simply get up hive 2, then start putting D on their resourcers. Then, the walls of lame come up to add to the pinned marines. Then, once you've got them nicely bottled up, get hive 3 online, harden all your points thoroughly, and let the fades (and eventually onos) go to work on the marines.

    Now, what's the catch here? If the marines were working together, and manage to get out and plow themselves a few resourcers (possibly even a hive), they'd be good. In fact, the only time i've seen this NOT be the case is when the aliens are flat-out incompetent. As is, most commanders tend to turtle due to those first few rushes (blowing points on about 10 turrets in the spawn) when quite frankly, they should be expanding.

    The only thing that's unique about your spawn point is that it's got the portals, and the CC in it. For an easy 60 resources, you could drop 2 portals and a CC *ANYWHERE* else, and have a new base to work with (only problem then being the difficulty of using a distress beacon). Get out of it as soon as possible, take over somewhere useful and easy to defend, and move (or at least set up an alternate) your base there.

    But if the aliens have the first few minutes to just run free and do what they like, without the "oh, all 5 of us want to be gorges" effect going on, a marine team that doesn't move out quickly is a dead marine team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well said Shrike, you will never see a marine team turtle in clan play. The entire focus of the marine team is to be OFFENSIVE. People i guess, havn't realized this. An offensive marine team with a good commander is amazing, and thats where most of you aren't basing your comments off of.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    <!--QuoteBegin--TenSix+Nov 19 2002, 03:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TenSix @ Nov 19 2002, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I mean really, what other class has a significantly even chance of taking down a HA/HMG Marine face to face besides those two?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, if you ask me... skulks! I've been playing almost exclusively as skulk/lerk lately (due to the fact that before three hives I don't really like evolving all that much, and after three hives I absolutely love the lerk), and it amazes me how, with a little practice, a skulk can be soooooo incredibly tough to kill. There were TWO HA marines building a turret factory outside our last hive on ns_caged the other day, and I spawned as a skulk and heard building noises. Thinking this couldn't possibly be a good thing, I investigated, which means I climbed up the wall and launched myself at the closest marine, teeth gnashing. I leaped. I strafed. I moved more eratically than I would have ordinarily though possible. The marines got confused, started shooting each other more than me (I kept putting one of them between me and the other), and eventually (after about 30 seconds of chomping) they were both dead. I was hurt badly, But I'd done what needed to be done. Skulks are simply AMAZING if you can just learn a few tactics with them.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • kiwakaikiwakai Join Date: 2002-11-01 Member: 3353Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it takes a good team of marines + good commander to take on a fade<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    so then what if they have 2 fades? acid rocket is rediculous when you are a light marine.

    all i know is, as a fade I kill a lone HA with HMG every time. Jump, duck, and circle strafe and the HA is dead.
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    <!--QuoteBegin--kiwakai+Nov 19 2002, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kiwakai @ Nov 19 2002, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it takes a good team of marines + good commander to take on a fade<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    so then what if they have 2 fades? acid rocket is rediculous when you are a light marine.

    all i know is, as a fade I kill a lone HA with HMG every time. Jump, duck, and circle strafe and the HA is dead.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's funny, because as a long HA HMG I take out a fade every time <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    The trick for a fade is to not close the distance with a HA. They think it would be better to run in and get some good slashes, and that's just a bad bad idea. Once the gap has been closed, none of the HMG rounds will miss, and bye bye fade.

    Just now, about 30 minutes ago, two fades were launching acid rockets at a light marine at the end of a hall, too oblivious to notice me, the HA HMG coming around the corner. Killed them both in no time flat, with plenty of HP and armor to spare.

    Of course, I've killed as a fade just as much, but I know not to get close to HA HMG, because the closer I get, the more I get hit.

    Ravlen
  • HobbesHobbes Join Date: 2002-03-17 Member: 328Members
    *gasp* No, Cyanide! If we attacked, we'd get killed! Unless.... *double gasp* we moved in fire teams! Oh, the horror!

    Excuse me, but three LMG-wielding marines are more than a match for a skulk as long as they're halfway intelligent about it.


    Oh, and Shrike's here. =)
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    <!--QuoteBegin--Flayra+Nov 18 2002, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 18 2002, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There are some problems with all the weapons that use HL explosions (bilebomb, xenocide, grenades, siege). I'm looking into this and it will be fixed soon.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't suppose you could tell us if your Spider Sense is telling you that the fix will require a client side update or if it'll be able to be handled server side?

    Anyways, I don't think that bile bomb being corrected is anything too monumental. It's really going to be useful against giant clusters of turrets. And if the marines are really banking on giant clusters of turrets they're probably either turtling up or doing the siege crawl. In the case of turtling up, it'll help those drawn out games come to a head a little bit quicker. True, the effectiveness of the siege crawl will be dulled slightly, but I'm not going to cry any tears over that one.

    Besides, the Wall of Lame effectiveness was cut down come version 1.02 (with the defense chambers and whatnot), so I don't think that its all too crazy to have a counterbalance against marine static defenses in general. A little this-for-that, eh?
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->people who say fades are balanced always compare them to the wrong things... yes a fade vs power armor and an hmg is somewhat evenly matched... (not really.. fade hit and run tactics devastate anyone in power armor let alone power armor and an hmg). The problem is the amount of time it takes to get the two things your comparing.. and the ease with which you can get to them. you can not get hmg and power armor in the time it takes to get a fade. even if you can odds are the commander wont be able to afford em to give them to you.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What stuff are you smoking? Did you read my post? Per spawn a fade costs the same as a hmg/ha marine and a marine can spawn nearly instantly while a fade has to wait forever till he is evolved. So it takes much more time to get a fade than a hmg/ha marine.
    And if you are refering to the research time, you are right, research cost for hmg and ha for marines are 195 rp, for fade (without bilebomb) 160. But marines start with 100 rp and for building, aliens need a gorge, so this is at least another 13 rp (most of the time more cause the gorge will most likely die before putting up 2nd hive).
  • FunkTheMonkFunkTheMonk Join Date: 2002-11-02 Member: 4933Members
    Personally I think that the differences of the teams is in the team play. For example 2 HA + HMG marines are a good combo since they have the firepower and armour to take down a lot of stuff. However a Fade + a Lerk is so deadly that the marines wont know whats hit them.

    Oh and i dont think that the aliens are vunable whilst hiding if they take the cloak upgrade first. Since your then cloaked as you evolve.
  • 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 November 2002
    <!--QuoteBegin--Gweedo99+Nov 19 2002, 10:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gweedo99 @ Nov 19 2002, 10:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Good point.  I was thinking that when I was a fade, going up against a HA marine with HMG, I was losing, especially if the marine is being dropped health and armor constantly by the COMMANDER.  Thank god for cloaking and regeneration, all I can hope for is the marine not to find me and I can regenerate my health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, a fade should say "thank god for blinking". Just blink behind the marine, open the distance. Whatever you do, DON'T BACKPEDAL AND TRY TO ACID ROCKET ME TO DEATH. As most fades tend to do when my waiting around the corner pays off and I unload half a clip of HA ammo into him before it goes splat.
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