Ok Thats It, Enough.....no Really Enough
0ptic
Join Date: 2003-02-09 Member: 13320Members
Anyone else getting very frustrated at Health Spamming?
Granted Aliens are probably slightly stronger than Marines, one Alien can take on a few marines but as long as you can shoot straight it can work in reverse. The problem starts when you attack a marine and he starts hopping like a mad man while health packs come raining down so for every bite he's back to 100%.
If thats not frustrating enough, Marines in vents (curses hate them, damn them to hell), or more importantly, Marines with JP's in vents ( <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ) are hard enough to kill as it is but when the comm drops a trail of Med packs up and down the length of the vent like a twisted Hansel and Gretel style trail of breadcrumbs then it makes a difficult task impossible.
What can be done?
God only knows, make HP's more expensive, make it so that HP's can only be dropped within a certain distance of marine structures (preventing JP's from legging it the length of a map and being spammed next to a hive).......anything to prevent this annoying little traight thats becoming more and more frequent.
This morning on the BY one of the servers crashed after a pretty spectaculr round of Health spamming.
Maybe it's just me who finds it annoying?
Granted Aliens are probably slightly stronger than Marines, one Alien can take on a few marines but as long as you can shoot straight it can work in reverse. The problem starts when you attack a marine and he starts hopping like a mad man while health packs come raining down so for every bite he's back to 100%.
If thats not frustrating enough, Marines in vents (curses hate them, damn them to hell), or more importantly, Marines with JP's in vents ( <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ) are hard enough to kill as it is but when the comm drops a trail of Med packs up and down the length of the vent like a twisted Hansel and Gretel style trail of breadcrumbs then it makes a difficult task impossible.
What can be done?
God only knows, make HP's more expensive, make it so that HP's can only be dropped within a certain distance of marine structures (preventing JP's from legging it the length of a map and being spammed next to a hive).......anything to prevent this annoying little traight thats becoming more and more frequent.
This morning on the BY one of the servers crashed after a pretty spectaculr round of Health spamming.
Maybe it's just me who finds it annoying?
Comments
If they do regulate where medpacks can be dropped... I want gorges to lose healspray when not near RT's/Hives and DT's only allowed at RT/Hives <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Blank
Heal spray is slightly different as both Skulk and Gorge need to keep relatively still making them easy pray for marines, Health Spamming is just dumping packs all over the floor as a marine empties his clip in your face, think the Marine equivalent of regen in hyperdrive.
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
unless that marine was armed with a HMG the comm just wasted rez (jp = 19?)
nowthen, were those 15 meds LEFT or did he pick up some, b/c if he picked up some and was armed with gl/hmg that was still a waste then
2 rez is ALOT when you spam it. Remember right now aliens have the advantage when it comes to health (DC+Hive+HPSpray). And look YOU STILL KILLED EM so all of that rez was wasted BE GLAD!!!
look, one of the main goals for aliens is to make the comm wase rez (always go after the JP boy first, then handel everything else) You killed my skulk, I killed your turret I WIN
1 skulk = 0 rez
JP+HMG = 19+20+ (can't remember cost of HMG) soo, 3 skulks vs 2 jps and the skulks won? GJ thats a victory for you
if you cant be bothered its smple and unanimous in that, simply put,
Timer on medpacks to about 1/second
medpacks give you enhanced regen, rather than all health at once, kinda pike a temporary boosted Regeneration
those are the best idea's imo
and as for this, well right now it is a valid tactic (ie it works so deal). The problem is actualy not the HP it is the JP (flay as much as said this)
if a comm is focusing in on on marine liek that then he is neglecting other things, it is a trade off
If you are an alien and you force the comm to drop a ton of health packets on one marine then pat yourself on the back. Even when you died you did a great service for your breathren.
And I disagree, it is not a problem for the JP marine. If you let the marines get the JP upgrade before you have fades then they just outright beat you on the resource gathering front. Of course that is just my humble opinion.
Why the heck did you let them near the hive? If the marine got in your hive good for them. Bad for you.
however, yes they are not that hard to kill so long as you are being competent, but what ever
there's a big difference between health spam and def spam... def chambers dont heal instantly, u can put limited amts in one area, and they have a cap on them. on the other hand, you're not supposed to drop 43892084324 healthpacks/sec onto a marine. thats not even possible unless you bound it to something.
its like this:
alien with def chamber vs marine:
marine hits alien
alien starts healing with def chamber
marines continues hitting alien
alien dies
marines with health spam vs marine:
alien hits marine
health spam starts, marine heals
alien hits marine again
marine healed instantly
alien hits marine again
marine healed instantly
see the problem there?
if you have, you'd notice you go from 30 rp to 0 very, very fast.
it is already balanced, because it costs alot of RP to keep a squad of marines fully healed. Not to mention the commanders attention is consentrated on the marines and not elseware. Also - if the commander were to leave his marines for a few seconds, only to come back and see every one dead, its alot of wasted RP. Even if the assault fails and during the corse of the battle the commander spammed - lets say - 50 Health packs; thats 100 RP down the whole with <b>nothing</b> to show for it. Thats not even including any equipment they may have lost such as jetpacks, HA, HMGS, Shotguns ... Maybe the marines got lucky and killed a fade or two - big deal. Thats money that could have been spent on upgrades.
And if the marines already have full upgrades and an almost unlimited amount of RP, you <b>deserve</b> to lose, because <b>you</b> didn't do your job as an alien.
Considering how damn much it can cost, maybe it should be considered a three-hive-esque super weapon that only has the tech limit of "lots of freaking res". Admittedly last time I saw fully upgraded health-spamming the **** died when a Fade knocked him into the arms of his angry comrades....
Perhaps you've never seen some of the best JP HMGers. The only real problem I see with JP HMG rush thing is that when they weld flying at 100 miles an hour they still don't hit a single web. There should be a chance of failure, the higher your speed the more likely it is.
If you <b>have</b> the resources to spare that's great, but usually they're too precious to squander like that - the same resources can go to upgrading weapons or armor, advancing the armory, researching jetpacks, or any number of things. If it's so late in the game that there is nothing more to research, then the aliens should either have 3 hives and health spam should be no problem, or they have 2 or fewer and are probably screwed anyway.
I don't see the problem.
This makes my head hurt...
Gets rid of newbaches.
What I've seen done also is that when the comm drops some health and misses, the jetpacker will quickly drop and land (skulks can't catch him), and because jp costs only 9 res, well, its not only one guy your trying to kill.
Plus, hmg really really owns skulks/lerks, so a jp/hmg kills the hive and the skulks gaurding it (whom are now waiting minutes to respawn). So when one skulks FINALLY bites him several times, the comm will spam health like mad and boom, skulk get killed by hmg and jetpacker lives.
People camping in vents is even worse, like on ns_nothing and cargo bay, where this area is strictly for marines (they can camp it from either way with an advantage). And after 90% of your team is killed and you finally get up to him and he has no more ammo, the comm once again spams healthpacks while the marine knifes you dead. Yeah, thats frustrating.
However, the ONLY way I've found a way to combat this is to hit them VERY hard and VERY fast (except for vents, thats for lerks), skulk bites better come in very RAPID succesion, before he even thinks of doing ANYTHING; lerk spikes better kill that flying marine FAST before he does squat.
Unbalancing, ONLY in big games. Can't see it feasibly done in smaller games.
JP is broken. We know this. Flay knows this. Hell with the amount people moan its likley large portions of your nearests and dearests also know this.
As for the <b>ACCTUAL TOPIC AT HAND</b> (health pack spam).
Health pack spam costs a LOT.
If a marine is sittin in a pile of health packs and you're down the other end of the corridor lerk spiking him he'll pick one pack up for every single hit you make.
If you're a skulk and the com goes crazy to keep this guy alive then he will spend a LOT of res. 10 res is a JP.
25 res is a HMG.
So they spam health too much they'll run outta kit.
Personally I like health pack spam, its another skill for coms. It means you can say 'I WANT THIS PERSON ALIVE'.
It is quite annoyin to recive but only in the immitate sence of 'man I'd have had him if it wasn't for that hp spam' not in the long term sence of 'man if only they hadn't hp spammed we'd have probably won'
(if they can afford massive HP spam they can probably afford a 2nd wave)
BlueGhost
if that keeps up.... then
a) he has no res for phase gates / defense ie turrets etc
b) no money for upgrades
c) no money to expand.. ie RTs etc..
d) no better weapons..
so that means they are prettyy FUC***... jus keep the gorge safe and go for the second hive..
secondly,
as soon as that marine drops... and IF The comm has been spamming healthpacks mad.. there should be 5-6 left... thats 10 valuable res right there.. not to mention all the other health packs he spammed the marine with........ and for a pointless effort...
also... when aliens die.. is their any cost in RP?
QUESTION: Blueghost.. exactly wut do u mean by JP is broke? pls explain <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> thx!
So someone with 100 fps can fly around merrily never having to worry about fuel.
So against level 1 hive tech he's an absolute swine to kill.
Hence all the JP rush stratagy's we're seeing.
BlueGhost