Does Ns_bast Need Serious Changes?
rebo
Join Date: 2002-11-01 Member: 2734Members
After quite a bit of play on ns_bast I have come to the conclusion it is basically unplayable as long someone on the marine side knows the siege positions. Previously i thought you had to make a siege in the vent outside of the spawn to kill the engine room hive, this is infact wrong. You can siege the hive itself from the spawn!
Secondly there is another vent leading directly from the spawn that reaches feedwater. It is impossible for aliens to prevent this and a group of marines who even had poor aim can manage to kill all oncomming aliens.
So to recap, 1. hive directly siegeable from spawn, 2. another hive siegeibly from a 5 second crawl down the vent.
This is in addition to being able to control 8 resource nodes from the spawn.
This map needs serious change.
Secondly there is another vent leading directly from the spawn that reaches feedwater. It is impossible for aliens to prevent this and a group of marines who even had poor aim can manage to kill all oncomming aliens.
So to recap, 1. hive directly siegeable from spawn, 2. another hive siegeibly from a 5 second crawl down the vent.
This is in addition to being able to control 8 resource nodes from the spawn.
This map needs serious change.
Comments
The siege bug/exploit/annoyance is sure irritating at times, but little can be done to fix it, what with map requirements and all. It's not laziness, it's the fact that no more can literally be added to Bast without exceeding game limits. The siege thing perhaps can be fixed by tweaking the siege's radius or vertical limits, but not much more can be done.
Basically, this has all been discussed before and with the same results. Personally, I think I have never seen an alien LOSS on Bast since 1.01, so this sure doesn't seem to make it "unplayable" as an alien. And yes, I've played games where the Engine Hive room was being seiged.
Secondly there is another vent leading directly from the spawn that reaches feedwater. It is impossible for aliens to prevent this and a group of marines who even had poor aim can manage to kill all oncomming aliens.
So to recap, 1. hive directly siegeable from spawn, 2. another hive siegeibly from a 5 second crawl down the vent.
This is in addition to being able to control 8 resource nodes from the spawn.
This map needs serious change.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I already brought this up and coil said the team was aware of it. So your concerns are being addressed in some form.
And if you change the siege cannon, you need to change the alien chambers. And if you change the alien chambers, you must change the marine weapons. And if you...
Etc.
Personally, I think I have never seen an alien LOSS on Bast since 1.01
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You must be playing on different servers to me! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
its got serious issues.
if aliens start in freedwater hive there is very little preventing the marines from putting down a phase gate in the tram tunnel early on and just storming hive till its dead, and usually at this point many skulks are far out so a full on marine rush is near impossible to beat. with a regular public server team. Add to this the easy sieging, and other issues and you have one totally screwed up map.
I can see no way at all the map can be fixed.
Personally, I think I have never seen an alien LOSS on Bast since 1.01
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You must be playing on different servers to me! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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I could say the same thing,95% of the games ive played on bast = alien wins.
Tried seiging hive,didnt work,placed it as far as i could,cant.
Vent at the hive - Everytime i try to put a building down in ANY vent,it falls through the floor,so i cant very this.
And I've had to clear more than one marine base out of the vents in Bast. Entire secondary bases, CC, spawn portals, armory, phase gate, beer fridge, turrets, they had it all in there. So, its likely that a base in the vents there could siege the entire engine room hive.
As far as the aliens not being able to defend feedwater as a starting hive *shrug* never had the problem myself, except when my team was full of idiots.
Its rather silly to be demanding sweeping changes to the game based on pub play. There is no way to balance the skill out there in the pub wastelands, so just play the silly game and have fun. Not having fun? Stop playing.
its got serious issues.
if aliens start in freedwater hive there is very little preventing the marines from putting down a phase gate in the tram tunnel early on and just storming hive till its dead, and usually at this point many skulks are far out so a full on marine rush is near impossible to beat. with a regular public server team. Add to this the easy sieging, and other issues and you have one totally screwed up map.
I can see no way at all the map can be fixed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And I thought NS_Eclipse has issues.
If the Alien spwans in Maintenance, a marine rush with portal at the ladder side is almost unstopable.
Ive only played marine on this map so far, but its hard as hell. I do like how you can go underwater near the engine hive, thats quite cool and I havent seen it on another map, but the map itself isnt worth having on a server rotation.
this realy aint good
ok, I found out how to make them and sent one off
Wait a second - the ability to siege half the resource nodes on the map from the safety of the main base is "perfectly fine in your book"? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->