Bug Exploiting Gorgs

V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
edited November 2002 in Frontiersmen Strategy
All to often I have started seeing gorgs building a wall of OC and DC in the same positions time and time again because they cannot be destroyed by siege guns. Namely the bottom of the large lift on blast and on the other side of the airlock on blast. At first I though this was a clever use of DC to protect the OC but I soon realised that this is a bug in the game that some people have dubbed the "siege bug".

What I want to know is if their are any plans to fix this bug or if their are any strategies to counter it short of shooting the turrets with a hmg?

Comments

  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    <!--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-->What I want to know is if their are any plans to fix this bug or if their are any strategies to counter it short of shooting the turrets with a hmg? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    1.03B KABOOM to said tower
  • DiscobirdDiscobird Join Date: 2002-11-07 Member: 7489Members
    edited November 2002
    The siege bug as well as other bugs associated with explosive weapons (bile bomb, grenades) will be fixed in 1.03.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Yeah, this is a known bug and will be fixed in an upcoming patch.
  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    There's also a wierd bug on Hera....

    The other day skulks kept doing runs on our command console, getting in that little room and chomping on it. The commander just built a spare console and let them chomp that one down (if they were wasting their time chomping there, they weren't stopping expansion elsewhere or attacking/defnding a hive).

    Well that was all fine and dandy, until a skulk got up there, morphed into a gorge, and built a couple defensive chambers. I had a brief moment to stop that gorge there, but I had too little health from earlier fights to kill him. Well he kept building a wall-o-lame right there, on that second level above the marine base. Skulks were making suicide runs through the vents to get up there where they'd heal and morph into lerks. We had 2 of their hives at the beginning, but that wall of lame and those lerks in our base kept distracting us.

    Soon into it I realized we needed siege guns to quickly solve that problem.

    And so the commander built 4.

    But none of them fired.

    They all faced the wall, and stopped turning, but none fired, or had the firing graphic. They just froze.

    My only thought there is that there is a glitch on the map itself (perhaps with the glass window up there?) that prevents those siege guns from working properly.

    Grenade launchers and hmg runs at that wall couldn't kill it, and our siege guns weren't working. They eventually took a 2nd hive with all that harassment, then we had fades shooting acid from up there, with plenty of defensive chambers to keep them perpetually healed.

    There's walls of lame, and there's walls of REALLY lame. This was definitely the latter.

    I hope they fix that siege bug too. Siege was the only way we could have taken that stuff out....especially since we tried to get it early on.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    If it's where i THINK you're saying it is... it was probably more than 30 degrees above angle for your siege guns. That alone is a good reason for them to not be firing.

    If the fire coming onto your base from the wall was such a problem, why didn't you just move your center of operations?
  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    edited November 2002
    It's easy to criticize when you weren't there. But I'm guessing it had something to do with the fact that it wasn't a problem at first and by the time it became a big one it was too late to move and the commander had other things on his mind i'm sure. And packing up and moving isn't a wise thing when the position we had was strategically important and had two resource nodes.

    And I didn't think guns had fire angles.....
  • BarbarianBarbarian Join Date: 2002-11-05 Member: 6967Members
    <!--QuoteBegin--Rolling Rock+Nov 25 2002, 12:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rolling Rock @ Nov 25 2002, 12:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's easy to criticize when you weren't there.

    And I didn't think guns had fire angles.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They do, if you're a skulk on the ceiling above a regular turret it doesn't fire on you either.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--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's easy to criticize when you weren't there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Of course! Hindsight is 20/20

    <!--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-->And I didn't think guns had fire angles.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, turrets have *lots* of limitations - the 30-degree rule being one of them. They also only scan for targets once every 3 seconds, only attack the alien that is closest or attacking it at that moment, etc.

    They also don't fire continuously - the animation makes it look like they do, but they really only fire 1 powerful shot every 3 or 4 seconds.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    I'm so glad this is gonna be fixed because the games that I have played on and lost as marines have involved some sort of indestructable wall of lame trapping the marines in their base or something. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    What map is the one with the elevator at marine spawn going strait down into the Atmospheric Processing or whatever? Welp, on that, the 'rines had 3 or 4 siege's setup directly behind the elev and they were shooting strait down and hitting a clust of defense chambers, and that is most definitly more than a 30 deg angle down. But due to the bug, the chams weren't taking damage but killing all Kharaa anywhere near it, as well as the local Marines (ff was on.) Needless to say, the Kharaa won but the entire battle took over an hour and a half due the setup of the seige, they were timed just perfectly to hit all together and kill everything.
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