armory blocking
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">is it legit?</div>Just wondering if using the armory (or two) to block off the powernode or low vent etc is a legitimate tactic from the marine commander?
I see reasonably often, and it doesn't bother me (because bilebomb doesnt care either hehe) but you get some people that get very annoyed by it and start ranting on about bans etc
If it isn't legitimate, are there plans to say make the armory shorter, or to move powernodes up higher? or even something more innovative?
I see reasonably often, and it doesn't bother me (because bilebomb doesnt care either hehe) but you get some people that get very annoyed by it and start ranting on about bans etc
If it isn't legitimate, are there plans to say make the armory shorter, or to move powernodes up higher? or even something more innovative?
Comments
besides which, quite often, you can still hit the node behind the blocking structure (albeit with less movement for dodging).
Otherwise, building structures to block off things has always been a part of NS (building comm chairs in vents in NS1 for example). Along with building armories to surround a comm chair, and other such strategies, I think it is valid.
But it seems to be more of an organic strategy that developed from the community rather than one that was intentional from the developer, so it could use some tweaking to at least make it seem less like an afterthought (like fixing the clipping that occurs for example, which would also balance some of the cheese factor a bit).
So yeah, its legit.
Using armories and robotic factories to block pathways and placed NEXT TO and very close to power nodes is a legitimate strategy.
So yeah, its legit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Clogs melt when a flamer or welder is vaguely pointed in their direction though :P
Welders are OP now no matter where you point them!
And armories melt quite fast when bile-bombed.
+1 for legit
- Armory blocking where the armory clips into the structure (e.g. powernode) = Exploit that needs fixing
- Armory blocking where the armory is simply adjacent to the structure = Legit
To fix that a significant portion of the maps- borders around room edges - would have to be set to commander no-build. Or building placement hitboxes (do those even exist) would have to be adjusted so that they are huge. Either way I think you'd be surprised how much freedom, variety and creativity of building placement that would be lost if this were to happen. IMO small clipping is not an issue in the first place, but for sake of argument.
Currently there is a buffer around built structures when you're placing a new one, but not power nodes. Couldn't we just add power nodes to that list? That said I've literally never run into a case of this where I was unable to bite the power node by going in at an angle, so I don't really have a problem with this tactic.
Its for the later reason that I think a buffer zone around power nodes needs to be put in place, people complain about how a game draws on too long and why we need f4/concede options yet jump up and down to try to keep things in that really only delay the inevitable.
Heck it is funny to be sitting in terminal with Robo factories in front of your doors shooting the onos over the top...but I do wish I could get those 10 minutes back and have some good game time instead (and I was on marine side..).
I put placed structures in the same boat as vents on veil which is valid (now they brought in ghost drops to stop blocking) enough. Some times its strategic to spend a few res to place an armoury somewhere that it blocks a vent.
Veil vent gorge was always a valid tactic (there was a reason aliens could evolve in vents (besides a safe place before JP's) and thats so they could get into tricky places marines needs JP's or GL's to get them out of.
This actually allowed aliens a chance of taking double off marines once they had initially set things up, building a DC ladder to be able to jump up to bile from was both good structure placement (v.hard t kill prior to sieges) and good strategy.
I don't mind small clipping issues, but I've seen pretty serious ones with powernodes and specific locations on certain maps (such that whole structures can be mostly buried in walls or rocks). If more than 50% of a structure can be obscured or protected in this way, then I think it starts to become a problem.
If it can't be hit, it's an exploit.
If bile bomb is the only thing that can hit it, and everything else can't, it's an exploit.
If the powernode can be hit, but has such a small hitbox exposed that only one person can get it (only after biting around for ages to find where it can be hit) and the rest of the team has to sit around sucking on their thumbs, it's an exploit.
This isn't even worth debating.
Whenever I see this, and i'm on the marines team, I immediately start deliberately disobeying comms orders, f*cking around and doing absolutely nothing (e.g. making mine ladders and exploring the map without shooting anything). If the comm wants to use exploits, then they can deal with being a player down.
Just hurry up and make a no-build zone UWE. It's getting out of hand how much this occurs. And with no official position as to wether this is an exploit, or fix to stop it from happening, it's happening more and more. It'll happen even more after Halloween, and new players see it done and assume it is "accepted practice".
Buildings really need to be solid so things can not be built in them. That would be a better option that an area around the power node where you can't build since this stops valid tactics like putting a robo under some power nodes to force skulks to be easily targeted without blocking access to the power node. However, for the sake of time since we DEFINITELY don't want this on release, a "no build" zone around the power node will work for a bandage fix (which, let's be honest, is the majority of this game unfortunately).
It's fairly obvious, use bilebomb to take down fortified bases.
It's fairly obvious, use bilebomb to take down fortified bases.<!--QuoteEnd--></div><!--QuoteEEnd-->
And if aliens only have 1 hive? Or have not yet researched Bile?
Seeing as this is often done at start of a game before bile or a second hive this is a lame tactic at the least.
to instantly patch up a marines wounds... but they couldn't shape an armoury around a powernode to serve as ablative armour?
I see no foul, its already stupidly impossible to place buildings in this game without adding further restrictions to the commander.
Also... Kill the Obs First.
to instantly patch up a marines wounds... but they couldn't shape an armoury around a powernode to serve as ablative armour?
I see no foul, its already stupidly impossible to place buildings in this game without adding further restrictions to the commander.
Also... Kill the Obs First.<!--QuoteEnd--></div><!--QuoteEEnd-->
Umm. killing obs first still leave potentially IP's & Phase gates...taking out power takes out all three in less time.
Better to take power, which is part of the reason it was put in there to begin with.