Longest Combat Match?

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
edited January 2004 in NS General Discussion
<div class="IPBDescription">Beta 2 ... Gorge ... Long Matches ...</div> I was wondering what peoples longest combat matches were? I'm also having a bit of a moan at the same time. I got a soar bum and have to had 3 bathroom breaks during a long long match, which we won as marines ...

Oh and another little whine/suggestion. If level and upgrades stay after rejoining a match, so should score/kill/deaths.

[edit]Personal flame from Flurz "Flurz:This proves gorges in combat are bad!"
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Comments

  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited January 2004
    you used the washroom every 20 minutes?

    And you call yourself a gamer... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    *cough*


    honestly though, gorge is just a qhack (quick hack (hack - getting what needs to be done quickly, with disregard for efficency/ballance/etc)) for increasing the hive's healing abilites.

    quite frankly i think they should just re-work each map to have 3 defence chambers all in healing range of the hive and take out the gorge class. sure, it might be nice to have t3h phatty in Combat, but web doesn't really fit in... ntm the fact that you'll be stuck a long, long while at afew levels and die very easilly if you're not nearby other aliens.

    Gorgie = free exp for shotguns and HMGs.

    [edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.]
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    Main points in this game,
    All marines were spawned before anyone would have time to get to the marine start, in most cases half of the marine team would already be halfway back to the hive by the time you got there, jetpackers took on average about 20 seconds+ to kill as they would spiral around the hive room being resupplied constantly, all players were level 10, however you could not leave the hive room for more than a few seconds due to the arrival of several jetpacks and HA's. A rush attempt on the cc undoubtedly resulted in the death of any attackers in a few seconds, followed by desperate fighting for the survival of the hive as jetpacks zoomed in at 20 million miles per hour. The ONLY way to kill a jetpacker was to use focus or trap them between scenery, as ANY damage they recieved was instantly healed.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    edited January 2004
    I've had some pretty long combat games as well. When they said combat would be fast and furious, I'd say they were only 50% right. The average combat round seem to last longer than the classic rounds...
  • salty_horsesalty_horse Join Date: 2004-01-31 Member: 25837Members
    If the marines can have a welder for repairing the damaged CC, why shouldn't the aliens have some way of healing the hive?

    Defense chambers are a bad idea - the marines have the armory which is not that vital (they can let the aliens destroy it and still win/repair the CC).
    The DC, on the other hand, are targets that must be taken down. Putting them in the game will have the same effect as increasing the hive's hit points.

    That game rocked, BTW.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the marines can have a welder for repairing the damaged CC, why shouldn't the aliens have some way of healing the hive?

    Defense chambers are a bad idea - the marines have the armory which is not that vital (they can let the aliens destroy it and still win/repair the CC).
    The DC, on the other hand, are targets that must be taken down. Putting them in the game will have the same effect as increasing the hive's hit points.

    That game rocked, BTW. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Heh it did:) We explained in that game to people, CC isn't living, it doesn't auto-heal like a Hive. Which is why welders are valid for marines.
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    About one hour on co_faceoff . It was completely insane, our losses were massive but so were our enemys (marines) too. Finally we somehow managed to push them back inch by inch .. can you guess the number of grenades during that battle, must be a new world record <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Since it was an relatively large server (20/20) one thing kept annoying most of the players, the respawn time was too long. When our onos(es) died, ha's rushed in but they got gored by respawned onos(es) and vice versa. Game of they week i'd say still <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Trust me when I say I've played longer games. Some 2.1 build were evil.
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    edited January 2004
    <!--QuoteBegin-JezPuh+Jan 31 2004, 05:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 31 2004, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Trust me when I say I've played longer games. Some 2.1 build were evil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.

    Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I never got to try those things, I joined at 2.1q.
  • ZycoZyco Join Date: 2003-10-17 Member: 21731Members
    <!--QuoteBegin-Maveric+Jan 31 2004, 03:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jan 31 2004, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorgie = free exp for shotguns and HMGs.

    [edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.

    NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    73 minutes in beta1
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-CutterJoe+Jan 31 2004, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CutterJoe @ Jan 31 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JezPuh+Jan 31 2004, 05:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 31 2004, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Trust me when I say I've played longer games. Some 2.1 build were evil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.

    Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And focus gave xeno more damage.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    yeah...gorges should be taken out.
    reasons:
    1. this is just a temporary problem but the healspray doesnt work on the hive anyways...
    2. being gorge for the whole game is considered boring by most.
    3. bile bomb and spit are mostly useless.
    4. you can't go backwards on the evolutions to be gorge when the hive really needs healing

    like someone suggested before...putting in some defense chambers would be a cool solution. it will heal the hive faster than it can alone, there doesnt have to be a gorge, and it gives the aliens something more to protect (but that's not neccessarily a good thing...)
  • AbsolutionaryAbsolutionary Join Date: 2003-11-30 Member: 23797Members
  • PowerslavEPowerslavE Join Date: 2003-10-25 Member: 21962Members
    Healing of both the hive and the CC should be taken out imo. Then marines should spawn with welders to keep each other welded without having to spend a point. Also Gorges should be left in with a few tweaks to bile bomb to make it more useful for the combat Gorge.

    My .02
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Bile bomb should eat away at marine armor.
  • FoolishOne9kFoolishOne9k Join Date: 2003-06-11 Member: 17278Members
    edited February 2004
    Personally i think the gorge shoudl be taken out cause of web spamming (I've personally watch and entire marine team die w/o a single casualty of the aliens because of this). Also ive stated this on other threads but ill state it again. There should be a upgrade instead of redempt (rarely used anyways) that heals nearby aliens/structures aka portable d chamber. it wouldnt heal alot but could make a differnce in hive defense because it would heal the hive like rines do with welders and their cc in combat. Since it would replace redempt it would cost 1 point as a welder does and it wouldnt force the alien to be screwed for the rest of the game (aka going gorge and not being anyway offensive really).
    (yes i do see problems with my idea like a bunch of regen onos with carapce and this upgrade rushing and being invincible cause they are all ehaling themselves and eachother but those could be fixed...maybe) well thats my 2 cents.
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    edited February 2004
    <!--QuoteBegin-Zyco+Feb 1 2004, 08:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zyco @ Feb 1 2004, 08:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Maveric+Jan 31 2004, 03:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jan 31 2004, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorgie = free exp for shotguns and HMGs.

    [edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.

    NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not true. In beta 1 the lerk cost 2 points. Now the gorge costs one and the lerk costs one. If you go lerk, you use up precisely the same amount of points.

    EDIT

    Hrmmmm maybe not.....
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    The best way to fix the problem of long game times is to decrease hive and CC hitpoints. It would allow teams to kill the objective before the enemy team respawns.
  • Dusda_KisouDusda_Kisou Join Date: 2003-12-26 Member: 24773Members
    How is bile bomb mostly useless? It does what, 200 damage to structures? Hell, if a couple gorges got near a comm chair...kaboom. It takes strategy and teamwork for a co_ map to pull out of a stalemate.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    pfft i had an hour and a half game on rebirth thanks to two nade launchers in beta 1.
  • ChookzChookz Join Date: 2003-09-13 Member: 20814Members, Constellation
    simple, take out the ability to weld the cc, as well as hive healing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Basically it will make the longend game go fast, as it will generally take only around 10mins to kill the cc and hive
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Marine01+Feb 1 2004, 01:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marine01 @ Feb 1 2004, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Zyco+Feb 1 2004, 08:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zyco @ Feb 1 2004, 08:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Maveric+Jan 31 2004, 03:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jan 31 2004, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorgie = free exp for shotguns and HMGs.

    [edit - the fade and lerk, ironically, costs the same as it did in beta 1. the only difference is that the gorge is the stepping stone between the evolutions.] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    gorge really is the stepping stone between evolutions - it takes 1 extra upgrade away from fades and onos.

    NS: Classic, and NS: Combat are too different style of games to work perfectly together. in Classic, onos and fades should be made stronger while lerks made weaker. in combat, lerks should be made weaker. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not true. In beta 1 the lerk cost 2 points. Now the gorge costs one and the lerk costs one. If you go lerk, you use up precisely the same amount of points.

    EDIT

    Hrmmmm maybe not..... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Beta 1 Evolution : Lerk 2PTS Fade 1PTS Onos 2PTS ... Total 5PTS
    Beta 2 Evolution : Gorge 1PT Lerk 1PT Fade 2PTS Onos 2PTs ... Total 6PTS
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited February 2004
    Except you don't go lerk to go fade any more, you can just skip it and go straight to fade, if you go lerk you can't do any other evolutions.

    ie...

    "Beta 2 Evolution : Gorge 1PT Fade 2PTS Onos 2PTs ... Total 5PTS"
    "Beta 2 Evolution : Gorge 1PT Lerk 1PT er... stuck now... Total 2PTS"
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-Dusda Kisou+Feb 1 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dusda Kisou @ Feb 1 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How is bile bomb mostly useless? It does what, 200 damage to structures? Hell, if a couple gorges got near a comm chair...kaboom. It takes strategy and teamwork for a co_ map to pull out of a stalemate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Compare that 200 points to the 75 points for a simple skulk bite, which fires considerably faster and takes far less adrenaline. The Gorge does only slightly more damage for only a short amount of time, until he runs out of adrenaline after doing around 1000 damage. A skulk does around 4000 damage before running out of energy, or with Adrenaline upgrade never runs out of energy.

    Bile bomb is useful against structures only because A) it does splash damage, and B) it can hit structures at range. The ranged part is primarily useful because of electrified RTs, which don't exist in combat. It's really not that great of a weapon, and is mostly nice simply because without it Gorges (which are necessary in NS for other reasons) don't have any way to damage buildings at all.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    <!--QuoteBegin-i'm lost+Jan 31 2004, 05:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 31 2004, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CutterJoe+Jan 31 2004, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CutterJoe @ Jan 31 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JezPuh+Jan 31 2004, 05:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 31 2004, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Trust me when I say I've played longer games. Some 2.1 build were evil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yea ive had a couple of 2 hour combat games. Now those were some long games. And it was on the evil builds that jez has mentioned.

    Back when you got extra health for upgrades. So you could have a real 'SUPER' skulk at like 150 hp. Now those were the good ole days. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And focus gave xeno more damage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And you could have a jetpack AND a Heavy Armor at the same time. Not to mention marines just spawned with JP and HA for free!

    Lets try not to think about some of the beta builds.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    I just came out of a 1 hour game on co_rebirth.

    the cc and hive were both at 100%

    The game would have gone on easily forever if I hadnt changed the map.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Why not remove the Gorge (again) although I like the fat little **** he really doesn't fit in combat. Then reduce the Com Char and Hive hit points to only take about 10 seconds of sustained attack <b>but</b> make it regenerate really quickly so that 3 marines are required to concentrate fire on it to take it out or 3 skulks are required to chew up the com chair. Because of the regen rate it would take a lone rambo a huge ammount of time to kill it off but when working in a group after storming the base/hive its all over quickly.

    On this subject I was thinking about how to make this look right for the Com Chair, then I figured that combat can go under different rules so Nanos could automatically repair the command chair. Alternative would be to have a welding bot scurry round, which might be an upgrade option under classic.. buy a welding bot to scurry round from base to base never going more than 5 meters from a building or phase gate welding stuff by priority of what it is and how damaged it is... but perhaps that should be left for ns4 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    I remember some anciently long games back in the 2.1 testing, I got in right before the health up on levels was removed. Sheesh, those were some crazy games, immortal jps, skulks with 240 hitpoints, endless stalemates. Many of those kinds of games were wars of attrition, whichever team had the more dedicated players would win.

    The gorge really is the center of the problem for stalemates, the only problem is that he is also the only *effective* counter to jp. Lerks can kill jp, sometimes, but web devastates them. Combine the alien "absolute defense", the alien inability to stay alive in marine start for very long, and the way too fast respawn equals nothing but stalemates. I'd like to see the gorge remain a little longer, but revert to the beta 1 spawn system. (though I believe the marines would get wasted)
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