Resource Bug Not Gone?
Fluffy
Join Date: 2002-11-01 Member: 2067Members
<div class="IPBDescription">They have HOW many turrets?!</div> Well, I was just in a game where the marines were attacking the alien's second hive, on a 1.01 server. Now, this was right after the hive had been put up, with no resistance. EVERY marine had an HMG with motion tracker.
They managed to take over a RC near the hive, and within two minutes they had a turret factory, over 5 turrets, a phase gate, and a siege turret. Oh, and half of them were in HA and had grenade launchers.
Is this SUPPOSED to be happening? They didn't have control over every RC on the map, they were lucky to have half of them. What happened to 4 turrets being costly?
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They managed to take over a RC near the hive, and within two minutes they had a turret factory, over 5 turrets, a phase gate, and a siege turret. Oh, and half of them were in HA and had grenade launchers.
Is this SUPPOSED to be happening? They didn't have control over every RC on the map, they were lucky to have half of them. What happened to 4 turrets being costly?
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Comments
I like to keep the marines in their base for at least 5 mins.
I like to keep the marines in their base for at least 5 mins.
Remember that resource nozzles produce slowly, so it'll be some time before a nozzle, and the defenses around it, will pay for itself. If you can take out just the nozzle, you've cost the marines some serious cash, taking out the defenses with the nozzle, and you've handed the marines a serious setback.
Aliens just obviously weren't as coordinated as the marines.
25 for factory, 20 per piece for turret... with a spawn gate... armor could have been lying around.
thats roughly 200 RP's, quite do-able in the lage game.
In short, StfU! N3wb!
In larger games, marines can still turret spam/siege spam themselves to victory. In smaller games, they have to rely on skill (*chuckles*).
I'm wondering if there isn't some kind of bug still though. I playedon a 1.01 server today and there were dozens of turrets at each marine controlled node, and as an alien with only 3 nodes controlled by our team I was pulling in 6resources/tick
of course, this would be sort of fun, if not for the fact that aliens still need 3 hives up and running to get better $hit, so all marines do is rush with ha/hmg/gl's... i guess noobz REALLY like killing helpless chicken-like aliens who has no defense other than to scream mommy.
i guess for every person who wants to play a fair and challenging match, there's another 10 people who just want to play CS... cept with god mode and kill aliens instead of terrorists.
LOL
You're right on the money! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Say 10 people per side results in an early game income of 10 units per tick. The commander can put all of that into expanding and upgrading. There's no way for the aliens to get their entire share of resources devoted to saving for the second hive. even if there's only one gorg he's only gonna get 2.5 resources per tick. So that marines (can) climb the tech tree much faster in a large game, while it can take longer to get the second hive because alien income is more dispersed (not in actual time, but in the ratio of the minimum time for marinesupgrade to minimum time to second hive)
edit: I'm not saying anything should be changed, I haven't played enough games bigger than 6v6 to know how it plays out, but that's what I've seen happening