Siege Cannon Kills.
Uh-Oh
Join Date: 2002-11-04 Member: 6917Members
<div class="IPBDescription">...</div> Ns = good.
new ns versions = better.
siege cannon having a blast radius = bad
I don't mind if 1 siege "hit" (or blast) can damage multiple nearby alien structures, but why does it also kill aliens?
It says in the manual that a siege cannon:
<!--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-->Desc.: heavy artillery, that ignores walls and barriers, doing massive damage to any alien growth (hives or chambers) in range. Does splash damage to any alien or chamber next to the blast.
Data: developed for use against enemy defensive emplacements, and made to operate independent from a nano-network or even human control, one siege turret can completely halt alien development (if placed strategically, and defended). Siege turrets generate their own gravitational field effect, which can register all objects with more than a few pounds of mass within its radius. The shape-signatures of the objects are matched against its database, and any hostile patterns are eliminated. Alien structures have been successfully added to this database. The turret manipulates its gravitational field to induce a catastrophic effect – much like a sonic boom – that ignores intervening barriers and walls. The splash damage from this effect makes the siege especially effective against clusters of alien chambers. Since aliens themselves don't hold the same shape very long (i.e. they tend to move … a lot) they, and other mobile targets, don't register. But if an alien is standing next to a chamber or hive when a siege turret starts its bombardment, the incidental damage alone is often enough to kill them.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Why would "subsonic blasts shrapnel" hurt aliens but not marines....
I would like for the siege cannons to not kill or hurt aliens anymore. That is just my opinion. But I think it would make the game that much more fun. Cause right now, you can be 50 yards away and still get killed...
new ns versions = better.
siege cannon having a blast radius = bad
I don't mind if 1 siege "hit" (or blast) can damage multiple nearby alien structures, but why does it also kill aliens?
It says in the manual that a siege cannon:
<!--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-->Desc.: heavy artillery, that ignores walls and barriers, doing massive damage to any alien growth (hives or chambers) in range. Does splash damage to any alien or chamber next to the blast.
Data: developed for use against enemy defensive emplacements, and made to operate independent from a nano-network or even human control, one siege turret can completely halt alien development (if placed strategically, and defended). Siege turrets generate their own gravitational field effect, which can register all objects with more than a few pounds of mass within its radius. The shape-signatures of the objects are matched against its database, and any hostile patterns are eliminated. Alien structures have been successfully added to this database. The turret manipulates its gravitational field to induce a catastrophic effect – much like a sonic boom – that ignores intervening barriers and walls. The splash damage from this effect makes the siege especially effective against clusters of alien chambers. Since aliens themselves don't hold the same shape very long (i.e. they tend to move … a lot) they, and other mobile targets, don't register. But if an alien is standing next to a chamber or hive when a siege turret starts its bombardment, the incidental damage alone is often enough to kill them.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Why would "subsonic blasts shrapnel" hurt aliens but not marines....
I would like for the siege cannons to not kill or hurt aliens anymore. That is just my opinion. But I think it would make the game that much more fun. Cause right now, you can be 50 yards away and still get killed...
Comments
The seiges don't hurt Marines because of the supposed nano-technology that protects them, but Marine structures can be damaged by the seige blast. Oftentimes a good way to remove a Marine outpost is to drop random structures near the turret factory, and the seige blasts may take out the tfac completely.
2) Why would "subsonic blasts shrapnel" hurt aliens but not marines? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) Because you ( the alien in question ) was to close to the siege blast.
2) What version of NS are you playing? In NS 2.0, siege blasts can also kill marines and marine structures if with-in the blast radius. This includes the siege cannon itself.
Nah, but honestly...just dont' stand around buildings and time your runs, and you'll be ok with the siege blasts...I usually am...and seeming marines are so disadvantaged right now on a lot of publics, I can't complain about things like this.
I *used* to complain about it, but thats when marines were unstoppable anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Lee
1) It uses a huge-****ing-bullet that goes 'Boom'.
2) It only actually shoots at buildings, but can kill aliens within a foot.
3) What do you want next, to remove damage from grenade explosions? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I believe it damages the marine who placed it, or, in other words, the commander.
Edit: And yes siege does hurt marines(rarely)