Do You Consider This An Exploit?

sawcesawce Join Date: 2002-12-14 Member: 10787Members
<div class="IPBDescription">About the phase gates...</div> I did a basic search for this, and couldnt find any results, and I'm wondering what you people think about this:

When you're alien, and marines have a phase gate up (either undefended, or you took down all the phase gate's defenses), if you simply stand on top of the phase gate while you attack it, no marines may phase into that gate. Or, rather, a gorge could build a chamber on top of the phase gate to block it, while other aliens attack other things.

I've always felt this was a feature, it would make it so marines were forced to defend their phase gates, not simply counting on telefrag to kill anything attacking it. Now marines are forced to defend a phase gate as much as they are forced to defend the tfact itself (by building sentries all around it), or risk having aliens swiftly put it out of operation. However, when I do it, there's always someone crying foul, saying I am exploiting a bug. Surely if it was an exploit, it would have been caught during playtesting, right?

What do you feel about this? Bug/exploit, or feature, and why?
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Comments

  • XShrikeXShrike Join Date: 2003-03-30 Member: 15058Members
    I thougth the dev put it in so the marines wouldnt telefrag each other when they whole team tried to go through. So, I think it is a feature that can be exploted. Much like how marines will build really close to a tr or rt so the electic field will help protect them.
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    edited August 2003
    I guess it could be.

    Frankly, I think Phase Gates, for the fact that they have the power to instantly reinforce an area with marines in SECONDS have WAAAAY too many hitpoints. It's impossible to take out a well defended outpost if there's a PG there without taking out the PG first. And if you try, suddenly tons and tons of HA marines start pouring through the PG. There's no way to stop it.
  • GREENEGGSANDHAMGREENEGGSANDHAM Join Date: 2003-04-25 Member: 15836Members
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Teflon+Aug 28 2003, 02:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Aug 28 2003, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I guess it could be.

    Frankly, I think Phase Gates, for the fact that they have the power to instantly reinforce an area with marines in SECONDS have WAAAAY too many hitpoints. It's impossible to take out a well defended outpost if there's a PG there without taking out the PG first. And if you try, suddenly tons and tons of HA marines start pouring through the PG. There's no way to stop it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You shoulda seen 1.0 PG's. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    IIRC building on IP's and PG's is considered an exploit.
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    <!--QuoteBegin--MMZ>Torak+Aug 28 2003, 01:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Aug 28 2003, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Teflon+Aug 28 2003, 02:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Aug 28 2003, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I guess it could be.

    Frankly, I think Phase Gates, for the fact that they have the power to instantly reinforce an area with marines in SECONDS have WAAAAY too many hitpoints. It's impossible to take out a well defended outpost if there's a PG there without taking out the PG first. And if you try, suddenly tons and tons of HA marines start pouring through the PG. There's no way to stop it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You shoulda seen 1.0 PG's. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    IIRC building on IP's and PG's is considered an exploit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've been reading this boards for a long time and a few months ago it was more or less agreed that the phase technology is probably the most useful, powerful in the game, and the phase gate should be a delicate, fragile piece of technology.


    Did you know the PG has more hitpoints then an ARMORY?
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Teflon+Aug 28 2003, 01:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Aug 28 2003, 01:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Frankly, I think Phase Gates, for the fact that they have the power to instantly reinforce an area with marines in SECONDS have WAAAAY too many hitpoints. It's impossible to take out a well defended outpost if there's a PG there without taking out the PG first. And if you try, suddenly tons and tons of HA marines start pouring through the PG. There's no way to stop it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think your wrong, because all it takes is a bit of team work to prevent that PG from getting there in the first place. If its there, once again teamwork will get rid of it!
    If anything PGs die too quickly, the marines spend all there time Humping that armory when they are only going to die 30 shots after jumping through the PG anyway! When they finally stop humping the armory and now have 250 rnds, the PG is already dead!
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    edited August 2003
    <!--QuoteBegin--Majin+Aug 28 2003, 01:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 28 2003, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Teflon+Aug 28 2003, 01:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Aug 28 2003, 01:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Frankly, I think Phase Gates, for the fact that they have the power to instantly reinforce an area with marines in SECONDS have WAAAAY too many hitpoints. It's impossible to take out a well defended outpost if there's a PG there without taking out the PG first. And if you try, suddenly tons and tons of HA marines start pouring through the PG. There's no way to stop it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think your wrong, because all it takes is a bit of team work to prevent that PG from getting there in the first place. If its there, once again teamwork will get rid of it!
    If anything PGs die too quickly, the marines spend all there time Humping that armory when they are only going to die 30 shots after jumping through the PG anyway! When they finally stop humping the armory and now have 250 rnds, the PG is already dead! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Okay, you have two hives, your team of 8 is at or around 30-ish res. You have one fade, and 2 lerks. The rest are skulks, but can afford to go gorge. The marines all have HA, some GLs, some Shotguns, but the majority still have LMGs. Level 2 upgrades.


    There's a phase gate set up in the middle of the Cargo Room on Tanith. There's a turret factory and an observatory there with about 10-odd-some turrets around the room. The turret factory is in the middle of the room, up on one of the crates. WAY too far for a bilebomb, and if you go up to engauge it, the sentries tear you apart. The marines have PGs at every outpost (15 res? Sheesh what a bargain). Your team is split more or less in half because these outposts are completely blocking the way.

    How do you destroy the phase gate, which is surrounded by turrets, in LESS THEN THE 10 SECONDS it takes for 3 heavy armors with grenade launchers and guns to come through?


    We had this EXACT same situation on Tanith yesterday. We won, just barely, but I want to hear how YOU planned on taking this out.

    BTW: Those 'Well it's your fault that it's there' arguments just make you look like a fool. In fact, if you're using them, you ARE a fool. Sorry moderators, but if you think I'm flaming, think about that 'argument' in your head. It's the stupidest thing I've ever heard. It's like saying 'it's your fault they have shotguns'.
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    This is pretty bad when you have a sensory nearby, or with the 2.01d cloaking, as it means you can just sit on the phase gate all cloaked and even with turrets defending the phase gate wont be able to do anything about it. Then you can call all your buddies to come take down the TF, then you eat the phase afterwards.

    The only way to counter this is to spend money making sure each phase gate has turrets to defend it from aliens sitting on it, and then an obs nearby to defend it from cloaked aliens sitting on it. This is way too much imo.
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    BTW Majin, I'll help you out.

    Situation one:

    We had a fade blink in and a lerk umbra him. A gorge was nearby and began to bilebomb nearby turrets. If he came into the room to hit the priority targets, the turrets would attack him.

    The fade took TWO SWIPES at the phase gate and three heavy armors came through.

    One had a grenade launcher and began firing at the gorge. POWIE KABLAMMO the gorge was turned to a fine mist and the lerk was pretty much dead.

    The other two had LMGs and proceeded to tear the fade apart. He barely escaped with 40 health left. They then welded the place up and went home.

    Situation two: The gorge (Now as a lerk) and the other lerk return, and begin to spike the turret factory to death. The fade is back and begins hitting the turret factory from a blind spot behind the crates.

    SWOOSH SWOOSH SWOOSH in comes another band of heavy armors. This time... they have SHOTGUNS. The lerks run like rabbits and they proceed to down the fade in one second flat.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Heh. Started wrinting this whithout refreshing the forum:


    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=45138' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=45138</a>
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Phase Gate Hit Points were already reduced once, I don't forsee it happening again. I know this gets old but, don't let them build them. PG's today are like crepe paper compared to the original ones.
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    I saw that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Frankly, I consider standing on the phase gate to disable it an exploit. But currently, there's very little the aliens can do to STOP a phase gate aside from standing on it, or going on a suicidal charge which most likely won't succeed, because it just takes one marine and a few seconds and *Poof* another phase gate is up for a lousy 15 res.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    We had an awesome game on tanith last night 2.01d beta server.

    I was marine, it was 10vs10 we did pretty good at first by securing Reactor room and the res on the way to waste, then we sieged waste and forced the aliens out of it. by the time we secured waste, the com dropped a CC at waste and relocated to the small ledge where the res node is.. we didn't even have that many turrets, like 5 on the top and 5 on the big cylinder thing below, but we had lvl3 tech and we were slowly saving up to equip everyone with heavy armor and HMG. we lost control of the rest of the map and we thought we were losing, all our attempts until then of a full squad of heavies pushign out left us injured and losing men, so we retreated the 2 or 3 HA we had left and rebuilt, our base got ransacked while they were out. Then the com finaly did something smart, after hundreds of request for JPs he finaly made some. this is what changed the course of the game, one JPer flew in the vent just outside waste going towards fusion hive. he built a Phase gate inside of the vent and we proceeded to siege from the vent and destroyed the Lame walls andgot down and built a new PG out in the open hall.we downed fusion so aliens were left with one hive. onos were neutered without stomp, lerks cant umbra, we were mowing through aliens like they were nothing. best of all gorges couldn't bilebomb so we took cargo and fusion's nodes and electrified them and we actualy held them. after that we could afford to keep everyone equipped even when they were dieing. it was a great game, I found a Grenade launcher someone dropped in cargo and used it to blow down one of the biggest WOLs you'd ever seen in chemical transport. we finished off satcom now that aliens were down to 1 res node and all the onos had died.

    I'd say the combination of PG and using high ground to keep us away from onos is what lead to the victory.
  • Pa1adinPa1adin Join Date: 2003-06-06 Member: 17048Members
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin--Pa1adin+Aug 28 2003, 08:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pa1adin @ Aug 28 2003, 08:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Exploit <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    totally
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    Why does it have to be an exploit? I'm certain that if something was blocking the machine it would not send a marine threw. It seems like just another tactic. I can hear the Comm now.

    "Get your men to No Name now Sargent, we have a Gorge blocking the pipes!" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RoCkIn_RiCkYRoCkIn_RiCkY Join Date: 2003-08-28 Member: 20306Members
    It's a sad state of affairs when people use the term "lame" for "OMG THEY CAN KILL US EXPLOITERS"
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Its NO exploit though only DAMN STUPID marines are eatable that way.
    The comm should just recycle that phasegate and teach his marines how to defend.

    Its like "telling people to jump of the bridge to get rich" is an exploit.

    I so often had soo much fun eating whatever came out of 2 ips while we ambush marine spawn with half of the marines being anywere else.
    40 res in 5 minutes.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    Phases are set so they don't telefrag. Getting on the phase as an alien is no more of an exploit then shooting OCs from outside their range. It's using the way something works to your advantage.

    Of course, defending the base properly in the first place would be a lot less painful.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    In my opinion, for blocking phase gates with an alien body to be an exploit it would need to be difficult to counter at the very least (like fades acid rocketing through glass is nearly uncounterable besides flanking). However, there is one point few people seem willing to understand ... blocking a phase gate makes that alien an EASY target. If a skulk is blocking a phasegate, there are one of two possibilites ... either he/she is cloaked or you have no defenses there. And even if they ARE cloaked ... all the commander should need to do is scan and bye bye skulk (no obs? if the aliens have sens and you have no obs you are asking to lose).

    However, I do feel marketedly different about building OC's on phase gates and ips ... which I consider an exploit in line with fade acid rocket through glass. The reason I draw the difference is in a measure of hp/cost ... an OC has much more hp than any of the weaker(non-onos) alien evolutions for less cost. Essentially it allows a single, abeit dedicated, gorge to rush an outpost and disable transit for several seconds at the cost of 10 res. If it were an alien besides an onos ... it would be quick to get rid of (if someone wants to spend 100 res to block phase gates go right ahead) but an OC can last long enough to change a game. Simply put, I feel that the potential reward from using OC's to block phase gates(and a lesser extent ips) is out of line with the risk involved (20 res). Ip's are now less of an issue due to /stuck.

    Now Teflon ... a phasegate only takes 15 bilebombs to be destroyed ... meaning 3 gorges can kill that thing in about 10 seconds (moderate response time). If you had 1 onos to absorb turret fires, 2 lerks for spore/umbra, and 3 gorges for bilebomb ... that base would most likely go down before too much support arrives. If you did not have an onos ... get instead 5 gorges and 1 lerk (assuming 6 person teams) and have the lerk umbra the group while all the gorges rush the phase ... it should go down in about 5 seconds. It normally requires a large number of aliens to take out a marine outpost before support arrives ... as it should. And ... if the marines DO respond in 5 seconds ... then they are kick **** and probably deserve to win.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    I consider it an exploit and would never do it, i have gotten very angry at people on more than one occasion for doing that on my server.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    OK it isn't an exploit? So how do I stop aliens from using MC's? If I did find a way we'd have every alien lover on the forums going 'OMG Lame'

    And how many bilebombs does a PG take? 3 or something (seriously its only ~20) if you didn't get 2nd hive you are a useless alien side...Lerk spikes even do the job quite quickly.

    Don't worry you alien lovers can keep going until marines are just puppy dog's that follow your wishes and you start with 1000 res.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    I don't consider it an exploit, but I will obey a rule against it in a league or server...
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    as a marine i'd prefer if i telefragged the buggers, and as an alien its great as it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . Its just taking advantage of its only particular weakness, its possible that a marine can trot along and frag the alien on block duty and then the rest of the team can phase in and clean up. If the PG had lower hit points as well, it would have two weaknesses, and that'd be too many. With a high amount of hit points it buys the marines a little time to save the PG.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    How is it an exploit? I'd say it's a good strategy. If you don't have anything there defending it, it deserves to go down.

    Technically, you'd think it would keep Marines from telefragging each other by scanning to see if the portal is blocked by any obstruction before teleporting a Marine there. Aliens should count as an obstruction just as much as the Marines do.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    "This is pretty bad when you have a sensory nearby, or with the 2.01d cloaking, as it means you can just sit on the phase gate all cloaked and even with turrets defending the phase gate wont be able to do anything about it. Then you can call all your buddies to come take down the TF, then you eat the phase afterwards."

    It is called teamwork... how about you go get some and then counter the aliens?
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    Like someone said earlier, it's the same as shooting an OC from out of range. You're effectively countering its purpose.

    Same with the phase, however, there are counters to your counter (which have also been mentioned).


    If cloaked alien:

    - Scan
    - Have a little forethought and build a forward obs beforehand

    Otherwise:

    - Turrets should be built far enough out from the TF so that a gorge dies by the time it reaches the gate
    - One man with a shotty in the middle of a turret farm drives off anything, including onos. Are your marines willing to defend what they've taken?

    - Anything other than a OC or an onos should die from your turrets before they can kill the gate. If not, that position is not well defended (Meaning either you didn't leave a guy with shotty or you didn't put enough turrets in place of the guy with shotty).
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    I can hardly believe that something like this could have slipped through the cracks. I think perhaps it's a feature designed so that aliens would actually have a chance to stop a phase expansion. As it is they already reinforce pretty fast, and turrets will make it even harder. If the aliens manage to beat down all the enemies around it and work around the turrets it would suck for Marines to continue to come through the phase gate.

    It *could* be an exploit, but I still find it hard to believe such a mistake was made.

    -JohnnySmash
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    if the gorge is able to put the chamber on the phase, that means the marines have lost it already and shouldnt bother phasing anyway..
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
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