Veil and the Dome

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Comments

  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Know pain wrote: »
    As far as those ratios go I hope you didn’t get them from ns2 stats cause it’s now a fact that it doesn’t show the correct ratios.

    And why is that?
    Know pain wrote: »
    I still can’t understand why those covers in nano were placed there. That was how aliens were able to siege out nano just as marines can roll arcs down to and on either side of nano and siege the aliens out.

    Comparing a long and expensive process of building ARCs, and then having to defend them for some time, with no guarantee of success against a decent alien team and quite a lot to lose if failed to a rather expendable 10res lifeform who can bile double down with much less team investment, much less resources spent, much greater chance of success and much less to lose if failed. Come on, we've been through this already in other threads.

    Ghosthree3 wrote: »
    statikg wrote: »
    You suggest that its "so easy" for marines to run more then 1/2 way across the map, cut the cysts, set up the power and a phase, while literally one room away from the alien hive, and nano (where the rest of the aliens will be chillin) in a room that is pretty good for skulks to fight in. Can you figure the rest out from here?

    The fuck? 2 marines? Where did I say that, no no silly, I meant everyone but 1 or 2 people.

    Holy mother, can you read at all? He meant halfway across the map, not one or two marines. I have no idea how you could understand his post that way.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    Therius wrote: »
    Comparing a long and expensive process of building ARCs, and then having to defend them for some time, with no guarantee of success against a decent alien team and quite a lot to lose if failed to a rather expendable 10res lifeform who can bile double down with much less team investment, much less resources spent, much greater chance of success and much less to lose if failed. Come on, we've been through this already in other threads.

    If this is what was actually required, it would be a perfectly acceptable tradeoff. However, in reality it really isn't.

    Gaining access to west junction as marines is pitifully easy, and aliens have absolutely no reason to occupy it other than to prevent a siege on nanogrid. Even then, sieging west junction itself is just as easy as sieging from west junction. Furthermore, due to the perfect cover of the glass windows, there is only one feasible entry point into west junction, and marines have a very large gap they can put between themselves and that entrance when defending the ARCs.

    Also keep in mind that the lengthy process of ARCing typically involves taking down hives, the unit with the most health in the game. A resource tower takes 7 separate ARC strikes to destroy. With an ARC firing once every 5 seconds, a single ARC takes 35 seconds to destroy one. With only an investment of 30 resources, giving you 2 ARCs, it takes less than 20 seconds. Crags die in only 3 ARC strikes. With just 3 ARCs, which is around the typical number most commanders will set out with, you are looking at nano being entirely cleared in a little over 10 seconds.

    And after all that, nano probably isn't even the primary target for the ARCs, and they're just going to be rolling off to a hive somewhere to do even more damage.

    The problem is not that nanogrid is siegable. I think that that is perfectly reasonable. The problem is that it is so damn easy to do from west junction. If the marines siege nanogrid out from east junction, then well done to them, but west junction is too easy. Ultimately, although it would further reduce potential cyst lines, the direct connection between skylights and west junction needs to be removed. That will be a step in the right direction anyway.

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Therius wrote: »
    Ghosthree3 wrote: »
    statikg wrote: »
    You suggest that its "so easy" for marines to run more then 1/2 way across the map, cut the cysts, set up the power and a phase, while literally one room away from the alien hive, and nano (where the rest of the aliens will be chillin) in a room that is pretty good for skulks to fight in. Can you figure the rest out from here?

    The fuck? 2 marines? Where did I say that, no no silly, I meant everyone but 1 or 2 people.

    Holy mother, can you read at all? He meant halfway across the map, not one or two marines. I have no idea how you could understand his post that way.

    Yeah, re read, that was my bad, misread. In that case, half way across the map, not impossible with a good portion on your team.
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