Marines in vents

Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
<div class="IPBDescription">UWE bias to marine</div>Why can marines get into almost every vent in NS2? Tram, north tunnel, there was a patch where there was a ladder going straight up but UWE decided that to make it tilted so marines could climb up. Same with the vent between repair and ore, now marines can get it there as well.

I won’t even start on viel.
«13

Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Yep, too many vents are accessible to the marines.
  • Heart1987Heart1987 Join Date: 2012-11-10 Member: 169242Members
    I'd say veil is broken for sure (WTF vent in skylight), I can't say the same for any other map. If the developer changed a few vents in the various maps to make them jetpack-only however I would be just fine.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    I would love to play with a few UWE players (who wouldn't love to sit on the Hughnicorn) and watch me get into a vent of their choosing. While there are a few vents marines can't get into, there aren't many.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I warned you about vents bro
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Im a proud Marine of the vents.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    erm... what's the problem exactly? the game is not won by climbing into a vent.

    you can get a few cheap kills on unsuspecting skulks, but you can get the same cheap kills from camping the vent exit...
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    <!--quoteo(post=2023008:date=Nov 14 2012, 06:20 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 06:20 AM) <a href="index.php?act=findpost&pid=2023008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->erm... what's the problem exactly? the game is not won by climbing into a vent.

    you can get a few cheap kills on unsuspecting skulks, but you can get the same cheap kills from camping the vent exit...<!--QuoteEnd--></div><!--QuoteEEnd-->

    just kinda stupid that they can get in there to ###### skulks lol, does nothing positive for gameplay, skulks should feel sorta safe in vents
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Vents are very easy to defend. They are long and have not enough space to dodge while engaging a marine in there. Having one sitting in a vent is annoying. Yes. But I wouldn't consider it game breaking or overpowered. There is no use in sitting into a vent for long, but it denies the aliens possible flanking options.

    This said, I think many rooms are badly missing vents at all. I never understood, that it is problematic to have a vent entrance to the marine base. There are mines and sentries.

    I would really love to see the feature of weldable vents back and therefor doubling the amount of vents in the maps. Would at least give the aliens some advantage in map traversal.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Veil is pretty bad yes, and I personally don't like anything except skulks and lerks in vents, but it's the way it is.

    Also, not too many have learned the gorge in double (nano) on veil trick yet, which is good, because that's THE most annoying crap that is in the game.

    Basically, you go gorge in the vent on veil (I think you have to jump to evolve, lol?) and then you can build a clog ladder to get to the top of it and then bilebomb the power outside of LOS. Same can be done in subsector, but it's a bit more difficult. Jetpacks make this meaningless though, but if jetpacks aren't out, double is going down for sure.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    <!--quoteo(post=2023011:date=Nov 14 2012, 11:22 AM:name=unkind)--><div class='quotetop'>QUOTE (unkind @ Nov 14 2012, 11:22 AM) <a href="index.php?act=findpost&pid=2023011"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just kinda stupid that they can get in there to ###### skulks lol, does nothing positive for gameplay, skulks should feel sorta safe in vents<!--QuoteEnd--></div><!--QuoteEEnd-->

    sounds like you all got outplayed by a smart marine who jumped in a vent and caught you by surprise.

    where did UWE say that vents are exclusive to alien?

    marines move insanely slow through vents, and they don't even need vents because their weapons are just as effective out in the open... pretty much the only reason for marine to use vent is to do the 'unexpected' and catch a single unlucky skulk or a train of dense skulks off guard.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    <!--quoteo(post=2023030:date=Nov 14 2012, 10:03 PM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 10:03 PM) <a href="index.php?act=findpost&pid=2023030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sounds like you all got outplayed by a smart marine who jumped in a vent and caught you by surprise.

    where did UWE say that vents are exclusive to alien?

    marines move insanely slow through vents, and they don't even need vents because their weapons are just as effective out in the open... pretty much the only reason for marine to use vent is to do the 'unexpected' and catch a single unlucky skulk or a train of dense skulks off guard.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marine has the absolute advantage in the vent. He merely has to aim at the centre of the vent for a guaranteed kill, the Alien can not dodge or do anything evasive.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    <!--quoteo(post=2023019:date=Nov 14 2012, 11:28 AM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 14 2012, 11:28 AM) <a href="index.php?act=findpost&pid=2023019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Veil is pretty bad yes, and I personally don't like anything except skulks and lerks in vents, but it's the way it is.

    Also, not too many have learned the gorge in double (nano) on veil trick yet, which is good, because that's THE most annoying crap that is in the game.

    Basically, you go gorge in the vent on veil (I think you have to jump to evolve, lol?) and then you can build a clog ladder to get to the top of it and then bilebomb the power outside of LOS. Same can be done in subsector, but it's a bit more difficult. Jetpacks make this meaningless though, but if jetpacks aren't out, double is going down for sure.<!--QuoteEnd--></div><!--QuoteEEnd-->

    or grenade launchers... which is a whole 20 resources from the commander and gives a guaranteed 10 pres kill.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    <!--quoteo(post=2023031:date=Nov 14 2012, 11:36 AM:name=Bullet_Force)--><div class='quotetop'>QUOTE (Bullet_Force @ Nov 14 2012, 11:36 AM) <a href="index.php?act=findpost&pid=2023031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine has the absolute advantage in the vent. He merely has to aim at the centre of the vent for a guaranteed kill, the Alien can not dodge or do anything evasive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    great so it's 5v5.

    a marine hops into a vent, now it's 5v4.... go get your team and kill the rest.
  • DystoDysto Join Date: 2007-10-05 Member: 62545Members, Reinforced - Shadow
    <!--quoteo(post=2023033:date=Nov 14 2012, 07:37 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 07:37 AM) <a href="index.php?act=findpost&pid=2023033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great so it's 5v5.

    a marine hops into a vent, now it's 5v4.... go get your team and kill the rest.<!--QuoteEnd--></div><!--QuoteEEnd-->


    ? Not many servers are 12 slots (assuming is a 6v6 with comms you are talking about)...most are 16+. So when one marine hops in vent, it's not as dramatic an "advantage" like you are saying...
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    <!--quoteo(post=2023032:date=Nov 14 2012, 04:36 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 04:36 AM) <a href="index.php?act=findpost&pid=2023032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or grenade launchers... which is a whole 20 resources from the commander and gives a guaranteed 10 pres kill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Grenade launchers don't guarantee that gorge will die. Smart gorges will back off and heal, and you can hit that power node in veil from waaaaay back in the vent. It's pretty stupid imo, but it happened a lot in the beta.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    UWE poor decision to allow a marine to hop and jump into a vent above his head is messed up. Why are there vents that a marine could not get into before (i.e. beta) but are now? The simple dynamics of this game are still messed up but UWE can’t or will not fix them.

    <img src="http://img854.imageshack.us/img854/1064/lookv.jpg" border="0" class="linked-image" />

    Why can I climb the walls like a skulk can?
  • Heart1987Heart1987 Join Date: 2012-11-10 Member: 169242Members
    <!--quoteo(post=2023046:date=Nov 14 2012, 03:52 AM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 14 2012, 03:52 AM) <a href="index.php?act=findpost&pid=2023046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Grenade launchers don't guarantee that gorge will die. Smart gorges will back off and heal, and you can hit that power node in veil from waaaaay back in the vent. It's pretty stupid imo, but it happened a lot in the beta.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think you have that much space to evade nades, since your clog ladder is more like a clog floor and you won't be able to back enough to go out of range, those vents are quite short (and the launcher can jump over one RT). But something similar can be done in reactor core in summit. I once had marines with armories blocking the entries + phasegates + everyone spamming and our poor aliens could do nothing to break in. Then I start to bilebomb and evenifthey kept on repairing, eventually a distress beacon got activated and the gate/power went down, letting our 3 onii finally smashing their way in.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I don't see the problem here. Evil marine sits in your vent? Let him rot in there. Perhaps parasite him to warn others and move on.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    edited November 2012
    it wouldn't be a big deal if skulks didnt die in less than a second in a vent, but they do, marine can kill like 4 skulks before having to reload in a vent (can't miss)

    I NEVER go into certain vents at the start of the game as a result of this lol
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's fine to have some vents accessible, but making it a rule and putting invisible ladders to access vents is a bit weird, and by weird I mean wtf.
  • MuckyMcFlyMuckyMcFly Join Date: 2012-03-19 Member: 148982Members, Reinforced - Supporter, Reinforced - Shadow
    Im sorry but I dont see reins in vents as a game breaker, pointless moan.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    <!--quoteo(post=2023042:date=Nov 14 2012, 11:46 AM:name=Dysto)--><div class='quotetop'>QUOTE (Dysto @ Nov 14 2012, 11:46 AM) <a href="index.php?act=findpost&pid=2023042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->? Not many servers are 12 slots (assuming is a 6v6 with comms you are talking about)...most are 16+. So when one marine hops in vent, it's not as dramatic an "advantage" like you are saying...<!--QuoteEnd--></div><!--QuoteEEnd-->

    i think the 'recommended' number of slots is 12-16... if you choose to have more than that then you should sort out balance on your own.

    i mean... 20 slot server seems like it could be viable to derp a marine ball into alien hive and focus it down in 5 seconds. not to mention the performance would be even more terrible for the great number of people who only get 30-40 fps already.
  • RegnarebRegnareb Join Date: 2007-08-26 Member: 62008Members, NS2 Playtester
    What people don't understand, it's not that getting rines in a vent is game-breaking (seriously?), it's normal to have marines in vents, but getting access to the <b>majority</b> of the vents without the aid of another marine is a bad choice.
    If you can get in the majority of vents with the help of another marine, good, that's a completely different thing. One can go while the other stay on the ground. But being able to climb all those, all by ourself by climbing strange geometry is not a really good game mechanism IMO.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    In my mind there are only 2 problem vents that are pretty broken with marines jumping into.

    1# West Skylights on Veil. This could be fixed pretty quickly with some collision geometry on the prop under the vent. The issue is with the props own collision geometry allowing the marine to jump up it (the rocks in crevice on summit have the same problem). These issues became glaring with the change of the physics system completely over to PhysX

    2# Vent from Onos Bar to Locker Room on Docking. The power node allows a marine to just hop right in and avoid the long trip around through back alley and also allows a relatively safe spot to shoot alien upgrade chambers and the hive.
  • Heart1987Heart1987 Join Date: 2012-11-10 Member: 169242Members
    <!--quoteo(post=2023147:date=Nov 14 2012, 05:50 AM:name=Regnareb)--><div class='quotetop'>QUOTE (Regnareb @ Nov 14 2012, 05:50 AM) <a href="index.php?act=findpost&pid=2023147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What people don't understand, it's not that getting rines in a vent is game-breaking (seriously?), it's normal to have marines in vents, but getting access to the <b>majority</b> of the vents without the aid of another marine is a bad choice.
    If you can get in the majority of vents with the help of another marine, good, that's a completely different thing. One can go while the other stay on the ground. But being able to climb all those, all by ourself by climbing strange geometry is not a really good game mechanism IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This! We just need some little fixing here
  • Metal HandkerchiefMetal Handkerchief Join Date: 2012-11-09 Member: 168697Members
    <!--quoteo(post=2023149:date=Nov 14 2012, 05:54 AM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Nov 14 2012, 05:54 AM) <a href="index.php?act=findpost&pid=2023149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In my mind there are only 2 problem vents that are pretty broken with marines jumping into.

    1# West Skylights on Veil. This could be fixed pretty quickly with some collision geometry on the prop under the vent. The issue is with the props own collision geometry allowing the marine to jump up it (the rocks in crevice on summit have the same problem). These issues became glaring with the change of the physics system completely over to PhysX

    2# Vent from Onos Bar to Locker Room on Docking. The power node allows a marine to just hop right in and avoid the long trip around through back alley and also allows a relatively safe spot to shoot alien upgrade chambers and the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, those two are really big problems. Especially on Veil as it stands as the most unbalanced map in favor of marines, in Docking though Aliens first hive is rarely (though it happens) in locker room, but when it is, expect big problems from that vent abuse.
  • SiminiSimini Join Date: 2012-09-28 Member: 160916Members
    I do wonder sometimes if UWE really are Bias for marines, but yeah marines should not be allowed in vents since they are used for flanking and as a skulk or lerk that is very important if you don't want to die before at least landing 1 kill.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    I like the idea of marines being able to access certain vents with the help of a buddy giving them a boost. It adds a nice element of teamwork.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    edited November 2012
    The problem with marines in vents isn't that you can actually do it (though I think it's pretty stupid and most/all vents shouldn't be easily accessible) but that it's totally counterintuitive that if you're lying in wait in a vent that a marine can just hop in there and shoot you while you're 100% vulnerable. Vents are conceptually 'alien territory' but actually give an extreme advantage to marines if marines can easily access them. Now that I've experienced enough of NS2's maps to know that the majorty of vents are marine accessible, I simply avoid them for anything other than quick flanking maneouvers and shortcuts. Retreating to many vents midfight is asking to get killed, especially as a lerk. That doesn't seem right given that the whole reason the vents are put there is to give aliens more freedom of movement than marines have.
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    IF marine enter a vent, they should need to lower their weapon, and actually crawl. that would make it okay.
Sign In or Register to comment.