Siege: The Paperweight.
BattleTech
Join Date: 2002-11-02 Member: 4137Members
We all know how nerfed the siege cannon will become in 1.04b.
But, I'm thinking the siege should atleast "lockon" to the object for about 2-attacks if comstat stops or a marine runs away.
It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.
Also, commander's shouldn't have to spend resources to siege.. which could be better spent on medpacks and ammunition.
But, I'm thinking the siege should atleast "lockon" to the object for about 2-attacks if comstat stops or a marine runs away.
It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.
Also, commander's shouldn't have to spend resources to siege.. which could be better spent on medpacks and ammunition.
Comments
Practice with the mouse, develop some dexterity, and hotkey your health packs.
But, I'm thinking the siege should atleast "lockon" to the object for about 2-attacks if comstat stops or a marine runs away.
It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.
Also, commander's shouldn't have to spend resources to siege.. which could be better spent on medpacks and ammunition.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ever try using a ninja with a jetpack? They can sit up on rafters for minutes on end without being seen.
or they can actually get on top of the hive, crouch, and proceed to destroy it.
Not what's being discussing here. Must you post this in every thread?
The presence of Kharaa makes the stealth-sight-marine siege strategy difficult. Try a multi-marine attack. While the marines are engaging the aliens, they're also firing the siege, which gets deadly for any Kharaa caught too close to their structures. Toss in grenades, HMGs, whatever. Make it hectic. Brings the siege role back to where most people believe it should be; support fire for marines.
like sneaking a seige into the vents on bast above tram tunnel to get feedwater
the range reduction is good but with 3 res for a scanner sweep the need to view is a BIG killer.
Marine commanders have also been getting good at coordinating their siege attack as backup to a marine assault. The extra splash damage and general fear of sieges that the aliens have, gives the marines the edge. Sieges are an excellent tool for the marines and I've enjoyed losing great games to them as an alien, and winning great games as a marine.
All in all I believe people need to be open to change and not be so ready to scream doomsday prophecy when they might have to revise some strategies. btw. At least in 1.04, fades are super weak now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->