Co_daimos Com Chair

DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
If a fade gets behind the com chair in co_daimos its very hard to kill. Our clan is having a disscusion about this being an exploit. Since I see the mapper posting here [hypergrip] I'm asking him/her if this was intentional or unintended. Im not complaining or flaming, I'm just asking.

Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Is this the new or old co_daimos?
  • KurvyKurvy Join Date: 2005-03-15 Member: 45406Members, Constellation
    edited March 2005
    <!--QuoteBegin-DragonMech+Mar 15 2005, 10:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DragonMech @ Mar 15 2005, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is this the new or old co_daimos?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The new one.


    <!--QuoteBegin-DEADscott+Mar 15 2005, 10:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DEADscott @ Mar 15 2005, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->  If a fade gets behind the com chair in co_daimos its very hard to kill. Our clan is having a disscusion about this being an exploit. Since I see the mapper posting here [hypergrip] I'm asking him/her if this was intentional or unintended. Im not complaining or flaming, I'm just asking.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, i noticed, they should at least lengthen the walls a bit longer so people could just walk behind the cc, it is possible to get behind the cc, but you'll prob be dead before you even get behind it, good strategy for the fades <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , but real problem for the rines, thats until jetpacks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
  • GoDlolGoDlol Join Date: 2005-01-08 Member: 33703Members
  • KurvyKurvy Join Date: 2005-03-15 Member: 45406Members, Constellation
    <!--QuoteBegin-GoDlol+Mar 16 2005, 12:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoDlol @ Mar 16 2005, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Dont play co<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes you should play co, but thats my opinion, i hate it, but i still play it, well yeah, theres that spawn crap and joining in late, but plugins fix those problems. Nothing to worry about here.


    Oh yeah. Please read my first forum post in here. It'll answer your question Scott, well.. it supports it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited March 2005
    Your sig is freaking huge Kurvy. Reduce it in size. 450 pixels high = bad.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    I would not consider this an exploit in the first place, however it was not intended to be a "safe spot" behind the CC. I didn't have any problems killing Skulks hiding behind it but I don't remember seeing a Fade hiding behind the CC. For the next update I'll either move the CC closer to the wall or turn the CC 90° so you cannot hide behind it anymore.
    Thanks for bringing this to my attention.

    /Hyper
  • adi0adi0 Join Date: 2004-10-07 Member: 32142Members
    daimos was "full of fun" in b5, but now...
    1) rines can spawncamp covering most of resp area from each single hive entrance
    2) hiveroom itself is so big it's near impossible to catch even a single jetpacker
    3) this new elevator shaft... sigh

    i don't want to be rude, i couldn't do a simple box in worldcraft, but... i'm not sure if it's just me getting older, or this map really lost most of it's playability <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Heres a link to our disscusion on this.

    <a href='http://www.deadclan.com/modules.php?name=Forums&file=viewtopic&t=94' target='_blank'>http://www.deadclan.com/modules.php?name=F...=viewtopic&t=94</a>
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Both objectives (hive/cc) are extremely vunerable.

    Honestly, I'm starting to avoid the new daimos =(
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    <!--QuoteBegin-Ahnteis+Mar 16 2005, 02:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 16 2005, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Both objectives (hive/cc) are extremely vunerable.

    Honestly, I'm starting to avoid the new daimos =( <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree. The rest of the map is very strategic, but good GOD, the hive room is a paradise for a jetpacker (top of the hive + insane amounts of 30yd+ LoS = owned).

    I haven't seen many people behind the com chair, though. I'll give it a bit more testing...
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    After a few minutes of listenserver testing.. this is actually prett bad. The chair should be flipped 90 degrees, or be set a tad further out from the wall so that a marine can at least walk back there.

    As is, you can crouch-blink to the behind the chair and be nigh immune.. if marines DO get back there, you can generally look up and blink out. :/
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> mmm extra "edges" and advantages" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> for aliens
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--QuoteBegin-adi0+Mar 16 2005, 09:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (adi0 @ Mar 16 2005, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> daimos was "full of fun" in b5, but now...
    1) rines can spawncamp covering most of resp area from each single hive entrance
    2) hiveroom itself is so big it's near impossible to catch even a single jetpacker
    3) this new elevator shaft... sigh

    i don't want to be rude, i couldn't do a simple box in worldcraft, but... i'm not sure if it's just me getting older, or this map really lost most of it's playability <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ways to improve daimos (short of just letting it die, right now you might as well just "roll a dice" and make it win rines if it doesn't land on a corner <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> )...

    1) remove stupid vent or make it more than just a jetpack passage. Right now it is no help to the aliens (it just dumps them out into a barrage of gun fire) yet really helps marines (JP marines can easily camp that vent and gl or HMG the hive from it without much fear of death). Other solutions would be...
    i) adding a "shield" on the hive side at the very least, for an example see ns_nancy's mother hive and sub hive.
    ii) The second thing would be to make the vent extend over the weld point (we'll get on to this later) to actually make it tough to weld for the easiest win of all.

    2) Elevator shaft? just...remove it...improve the vent system if you want to allow aliens an extra route, and *remove* the steps on the ramp leading out of the hive so that aliens aren't straight away on the wrong foot.

    3) lower the ceiling everywhere except the "hive square" (inside the little windowed area)

    4) Give the onos a proper way into the marine start other than that stupid ladder. Either make it much easier to get up or just add a quick lift (ala origin) on that side instead of a ladder.

    5) add a barrel or two in the waste disposal/sewer route, so that it's not just two shooting ranges.

    Seriously, I hate playing the map unless I'm a marine...and then when I'm a marine I get bored because it's all too easy. The marines have a **** easy job of creating a 5 second route to the hive and then an even easier environment for taking the hive down. The vent (the same happens on sava) system is attrocious for defending the hive, and the job of getting the marines to the hive is an easy one.

    At least if you MUST keep that phase gate thing (and I know that it is unique, and it would be sad to see it go) at least have it so that the phase gates are OUT of the marine base so that aliens have the proper counter advantage of being able to have a marine free route to marine start.

    I also don't want to be rude, as I haven't the skill to map (never tried) but Daimos has been one of those maps that love it or hate it, it's always been a map to remember...I'd just like to see it become less of a completel joke as aliens just give up as they realise it doesn't really matter what they do, marines will have the whole map won in stupid times.
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