Amount of allowed structures, is it enough?

NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
We are limited to that number 200. As marines I have never ran into any problems of hitting that number personally. As an alien I have. I don't run into this often, but I had a few stretches of games the last day or two where I was. The scenario goes like this.

We aliens have four hives. We are trying to break the marine turtle. The marines can do more than turtle, they are pushing out from time to time, but we aliens can stop it every time. I have crag/shift/shade at only my two hives. I have a crag/shift/shade at two forward bases to assault the marines from. I have whips to stop marines from pushing out, but they kill them. I have matured whips elsewhere to shift/teleport where needed; a whip rush would be a great use.

One might say be more efficient with my structures. Maybe even send a few into the marine base to be killed so I can place something else. Both are true. I was trying to use the structures to help end the game as my aliens could not.

Is it enough?

This really is only a minor issue I run into sometimes. Why not give 50 more points to play with, 250 total, to play with if four hives are built? If four hives are up marines should be losing soon anyways. I may not of ran into this as a marine, but why not give more points to play with too after having 4 cc's.

Comments

  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Start building ARCs and you can easily cap marines too. Like in Veil, I had Control main base, usual stuff, arms lab proto etc, then Nano with phase and armory and obs, then Sub as second base with obs armory phase. Just normal stuff, no turrets no nuttin. How many ARCs I get? 4. Four ARCs. Grrreat...
  • joohoo_n3djoohoo_n3d Join Date: 2012-10-30 Member: 164703Members, Reinforced - Onos, WC 2013 - Supporter
    its fine for these maps u just have to echo/move things around and rebuild as needed. no reason to have a 3 of everything in every room if your team is working together, right?
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    You'll run into problems if you leave shifts/shades/crags/whips around where they're not needed.

    All you need at the alien endgame (which is the only time you should run into problems with this) is a shift, shade (not really that necessary but may as well have it), 1-2 crags and maybe a drifter on each location outside the marine's base - so a maximum of 3 of these bases is needed, and nothing else elsewhere apart from harvestors, hives, and upgrade structures.

    If you still have remaining shifts/shades/crags elsewhere you should have a shift hive at endgame so you can repurpose those structures by echoing them where they're needed.

    Any remaining drifters you can probably just send to die if you really need to decrease the structure count.

    After all of those structures are repurposed and all the bases are built, you should have enough leftover to play with. Although the only thing I bother using with the leftover structures is whips in the off chance I can get some bombarding done. Or an extra shade or 2 if marine start is really large and I can sneak a shade in somewhere outside of obs range to help with getting enough infestation around to use the whips.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    I ran into this maximum a few times. Maybe we should remove it when it's 60 minutes into the game and the enemy has only one CC - sometimes you just need some spam to end the goddamn game :)
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Move your structures forward........
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Ghosthree3 wrote: »
    Move your structures forward........

    To comments like this, I could but they were needed where they were.

  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Make the available supply amount 100 + NumOfOwnedTechPoints * 50
    Gives you 150 to start with and 300 at 4 Hives. Marines turtling on 1 CC really don't need more and aliens who have to sustain control over a large area of the map should be rewarded for it by having more capabilities to invest into forward bases and Whip rushes as well.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    CrushaK wrote: »
    Make the available supply amount 100 + NumOfOwnedTechPoints * 50

    What happens when you're at the limit and you lose a tech point?

  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Then you obviously can't build more till you get more supply.

    Or were you suggesting that ALL THE BUILDINGS OVER THE SUPPLY EXPLODE IN A HAIL OF BODYPARTS AS WE DISCOVER NANITES ARE ACTUALLY ORGANIC TECHNOLOGY STOLEN FROM THE KHARAA?

    Well, if you were, good point.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Nothing is destroyed automatically. You have to recycle/get rid of things already in use if you really need one specific thing somewhere else on the map.
    Add the ability to self-destruct ARCs and MACs and all alien structures that cost supply (you can already somewhat get rid of an alien structure by moving it off infestation or into marine territory, but it's not reliable and a pretty hacky workaround).
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    SC2 has it tho. Would be funny to rob it.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Why was this cap implemented in the first place? Why continue to limit what players can do?
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Know pain wrote: »
    Why was this cap implemented in the first place? Why continue to limit what players can do?

    Less PvE, prevention of structure spam, which can otherwise lead to performance issues.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    @CrushaK

    I'm assuming you’re talking about UWE servers. Private servers seem to do pretty well, the only exception I see are the hour long games where turtles begin to take place and either side building up trying to either break in or break out. Even then the game is likely to crash just from being an hour long and nothing to do with the amount of structures.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    edited August 2013
    Know pain wrote: »
    I'm assuming you’re talking about UWE servers. Private servers seem to do pretty well, the only exception I see are the hour long games where turtles begin to take place and either side building up trying to either break in or break out.

    Ever played vs drifterspam rush?
    It lags too much
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    I usually have one shift at main hive and a moving group of shift crag shade for any subsequent hives, as I drop them. really, as khamm, I have better things to do.with my res than drop structures. how about them upgrades? how about biomass, how.about abilities? how about egg drops? near end game, echo thoseand another set near the two entrances.

    for pub, my build order is typically, shift hive, shift, cyst drifter one drifter two, Rt, go gorge, Rt Rt Rt Rt Rt. gorge tunnel biomass, crag shade, spur spur spur bile bomb, shift, echo, gorge tunnel to second hive, biomass, then leap then shade hive veil veil veil... umbra where appropriate. im strapped for res as is without having to worry about more structures or whips.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    amoral wrote: »
    near end game, echo thoseand another set near the two entrances.

    What if I've built a whip army early game and in need of crags shifts and shades now? You can't even kill whips by driving them off infestation.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    edited August 2013
    Know pain wrote: »
    I'm assuming you’re talking about UWE servers. Private servers seem to do pretty well, the only exception I see are the hour long games where turtles begin to take place and either side building up trying to either break in or break out. Even then the game is likely to crash just from being an hour long and nothing to do with the amount of structures.

    Having tons of Crags in each base, each of them constantly being ticked, checking for nearby allies to heal and each being animated and creating its own particle effect can have quite an impact on the performance - not only for the server, who only has to care about the logic department, but also for the clients rendering all that stuff.

    And there is no logical reason why a game would crash just from being played for an hour, unless there was a memory leak somewhere, which would be considered a bug.
    The longest game I had thus far took about 90 minutes back in one of the first Balance mod tests and nothing crashed there. (Marines being pushed back to Cafeteria, where we held out about 40 minutes until we got Jetpacks and then killed about 20 Onos who each came in on their own until we eventually had enough res to send ARCs to Courtyard and siege Locker Rooms from there. I miss the days when Docking was this cool.)
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    @kalakuja
    Yes I do remember building 200+ drifters to lag the server so much that you could send them to attack, it lagged and the command station died with the marines being able to react. But I'm not talking about a year ago, I'm talking about late game where many times as an alien commander you have shades in many places and have 2-3 forward basis while trying to assualt the marine turtle whether that be 1 or 2 bases.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    xen32 wrote: »
    amoral wrote: »
    near end game, echo thoseand another set near the two entrances.

    What if I've built a whip army early game and in need of crags shifts and shades now? You can't even kill whips by driving them off infestation.

    We are talking about late endgame here, when everything is done and researched and you are sitting on your res, not knowing what to do, apart from dropping eggs your players won't use.
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