1.04 Siege In Ns_nothing

tlengtleng Join Date: 2002-11-21 Member: 9503Members
The 1.04 reduced siege range means that marines can't siege outside the alien hives anymore. I remember sieging power silo from right outside the hive in the corridor and the siege wouldn't reach the hive itself. I had to build the siege in the hive itself, and the fades just kept on shooting from the other end of the hive behind DCs and OCs.

Great viaduct has a similar problem, but it's not as bad because you can build on the walkway above the hive and you're not as exposed. However in cargo bay, the siege won't reach the hive unless it is built almost within the hive itself.

Therefore it's better you get the GLs and HMGs out instead of using sieges in NS_nothing.

Comments

  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited January 2003
    This sort of sounds like you don't know about the fact that the siege must have a view of it's target. Via scanner sweep or marine sight.

    Just note that I may be wrong- but again this is what it seems to me.
  • JebJeb Join Date: 2002-12-30 Member: 11616Members
    edited January 2003
    I am not positive, but I think the idea is to make the seige a support weapon, so if that is the case, you can still set one up to take out the chambers that are protecting the hive. True you will have to finush off the hive with something else, but the seige should prevent anything from being built while you are doing that.

    (if its a range issue... If its a line of sight, then yeah, it won't fire even if its in range if you don't have line of sight.)
  • Cetra3Cetra3 Join Date: 2002-12-21 Member: 11319Members
    Seiges are way unfair but the only way for marines to win.

    I think that we should all just throw icecreams at the hive until it freezes over. It'd have to be vanilla because everyone hates vanilla.

    And aliens should evolve to be able to live without the hive and absorb bullets and use them to make metal plates to eat the marine's faces off of.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    power silo is a difficult hive to siege - but afaik you can reach it from the vent out of Silo Access North.

    Viaduct can really only be taken from the vents as well

    cargo bay you have to be pretty close - but you can get it from the cargo-viaduct vent pretty easily if all the aliens are messing around as fades and not skulking through the vents
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    The thing is, marines without major upgrades (which they don't have 90% of the time) the only way a team of average marines on a public server to combat the second hive is with seige. I was playing on a server last night as a marine on a 1.04 server. The aliens had vent and sewer hive, and after sewer went up a major battle was going on, we had heavy armor and heavy weapons and upgrades and a lot of upgrades but the fades would just slowly wear us away before running back to defense chambers or dying and coming back 5 minutes later again as a fade. We eventually got a foothold just outside the sewer hive and after a very hard fight we managed to get a seige up pretty close (imho) to the hive and lo-and-behold...it didn't reach and we got wiped out :\

    Admit it or not but very rarely can marines win other than getting 2 hives right off the bat OR seige it.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    you know, the siege used to be a verry effective tool for the marines ...

    now its just ... blah

    I hate it. I hate the new siege, its crap.

    there I said it. Its crap.

    The old siege system was much better (no TF needed, only upgrade to siege once, no LOS required)

    Now its practically a waist of resources - just give a HMG to two or three marines and have em blast the hive, they'd kill it quicker then the pos siege could.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    I think the new siege is great. I like the LOS issue but I was jut saying that in NS_nothing it's much harder to siege now because of the range issue, not LOS. For silo access north, it's hard to get there unnoticed unless you have viaduct, and as for cargo bay building in the vent, you cant get a gate in there, and if a fade jumps in that vent you are toast.

    The reduced range did not solve the ns_hera double siege spot in processing. As long as marines get a minibase there or even relocate, just build 2-4 siege canons and peridically scan each hive.

    I think the range was reduced because people complained that in NS_bast you could siege the engine room rt from the main base. But think about it.. you are expending 75 rp to take out a 22 rp structure, and you need to ping it maybe 3-5 times so thats an extra 9-15rp. Is it worth it for the marines?

    Siege range should probably go back to 1.03 range but keep the LOS in. It makes the game more exciting because the marines have to be more active or at least the com has to remember to scan, or else the aliens can still sneak in a second hive.
  • NetherNether Join Date: 2003-01-21 Member: 12530Members
    I agree with silverfox on the new siege but nothing is still a good map for marines even siege wise.
    Cargo bay is a fantastic hive for marines if aliens dont start there, 3 res points at one location requiring 1 tf, if marines get cargo the game is defintly going well for marines.

    Vaiduct, build a siege in the red vent room or at either ends corner like 1.03 obviously it wont fire without LOS but via is a sweet location to get LOS its huge. The slope conveyer belt thing at the back can be jumped on making a good 25 metres open ground for any alien to you, which is ample distance to take down any aliens. So just get 2 or 3 marines standing there and the hive is toast to siege and the marines unless they suck pretty safe aswell.

    Power Silo, bit of a bottle neck tbh not hard to siege in 1.03 but new siege different matter. You can jetpack up to the ledges at the ceiling but this is an obvious place for you to be, but if ur using JP you can pretty much avoid any skulk/lerk attack on you fades obviously alot harder but still possible especially in pairs.

    If they are keeping the siege how it is then it needs AT LEAST a significant reduction in cost becuase it jut isnt worth the res anymore plain and simple.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--tleng+Jan 24 2003, 06:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tleng @ Jan 24 2003, 06:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think the range was reduced because people complained that in NS_bast you could siege the engine room rt from the main base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, you could take out the HIVE from a siege inside the marine spawn. You have to place it EXACTLY as far into the corner as possible - not a pixel wrong - but it will hit the hive if done right.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    ah I heard that you could siege the engine room hive in ns_bast but I was never able to do it. Maybe the map can be change a bit and the 1.03 siege range kept?

    When I say its hard to siege power silo or cargo bay in ns_nothing I don't mean you need a spotter. I can ping it easily. What I meant is that you can no longer have the siege canons outside the hive because they just won't reach the hive. In fact you have to place it almost within the hive itself if you're approaching Silo from foreboding antechamber. Similar problem with cargo bay.

    this just makes the siege cost ineffective for that map.
  • NetherNether Join Date: 2003-01-21 Member: 12530Members
    You cant siege engine room hive in bast from the marine start its out of range wherever you put it.
    The problem is that you cant build any defence for the hive unless you put it behind it which is useless. Basicly engine cant be defended and is just a 20 second unchallenged(structure wise) walk in for marines. Thats why people complain about it.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    <!--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-->I say bring back the siege. LOS is fine and well, but range increase and increase of rate of fire would bring it back. Ohhh the joys of sieging innocent gorges!!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ^ what I said on the other thread. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • ControllerController Join Date: 2002-12-21 Member: 11280Members
    edited January 2003
    <!--QuoteBegin--Silver Fox+Jan 24 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Jan 24 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->you know, the siege used to be a verry effective tool for the marines ...

    now its just ... blah

    I hate it.  I hate the new siege, its crap.

    there I said it.  Its crap.

    The old siege system was much better (no TF needed, only upgrade to siege once, no LOS required)

    Now its practically a waist of resources - just give a HMG to two or three marines and have em blast the hive, they'd kill it quicker then the pos siege could.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The new siege "is" a waste of resources as it stands now. I don't mind the reduced range but the LOS thing seems to never work well for my team. I would have to get in knifing range for the stupid thing to fire. Spending 3 resources to fire one shot doesn't seem to work well unless you have multiple sieges up. The damn thing just turns way too slow.


    Don't get me wrong the LOS is a nice idea but it just doesn't seem to work when marines spot it...
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Nether+Jan 24 2003, 08:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Jan 24 2003, 08:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You cant siege engine room hive in bast from the marine start its out of range wherever you put it.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Weird. Must have been dreaming the half-dozen times I've done it then.
    <!--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-->
    The problem is that you cant build any defence for the hive unless you put it behind it which is useless. Basicly engine cant be defended and is just a 20 second unchallenged(structure wise) walk in for marines. Thats why people complain about it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yea. That's still true with the new range though .. I think even an 1.04 has range enough to kill the RT, but I haven't had the opportunity to check it. It should though, considering that you can siege the hive in 1.03, the slightly shorter range should still see the RT die.

    The new siege range is about 4-5 steps shorter than the old, not more. I have a hard time seeing how this makes all that much of a difference. It's true that on nothing, it's more difficult to siege two hives from one TF, but I'd say it is still possible (just that the TF and the siege needs to be in different locations) - which makes a WORLD of difference.

    Processing STILL can siege two hives on hera, but that won't change until the maps are remade for 1.1 (switching the hives themselves to the side of the room furthest away from processing will do the trick).

    What will happen to bast is hard to say - it is quite possible that it can't be saved without really extensive work - you need to turn the engine hive 90 degrees away from the marine base, then readjust all the vents ... and ns_bast is just about on the limit of complexity for maps already.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    This is Stratplan 2 with the 1.04 seige ranges, as you can see you can still maybe just about seige from the corner of marines spawn but a more effective tactic might be to stick the TF there and set up your turrets and SC closer to the hive - with no TF in site the turrets should last longer!
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I dont think the siege range should have gotten nerfed. I'm not as concerned about LOS, but i hear that it doesnt work right when a marine is sighting it.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Marines don't need seiges to win the game but hmg and grenade lauchers are way better. Seiges are only good if you can't get past a big wall of lame. Even then you can still destroy it easily with a couple marines with hmg and grenade launchers.
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