Siege Cannon Bug Brings Game To Screeching Halt
Suraman
Join Date: 2002-10-17 Member: 1526Members
<div class="IPBDescription">I got a short demo of it in action</div> Long story short, us aliens get 3 hives quickly and beat the marines bases back until they're turtling inside of main. To help pin them down we had a few offense chambers constructed near their base on bast, mainly near the engine room entrance. Anyways to combat this they put up 3 siege towers near that turning door thing, what resulted was 1 offense chamber getting pounded by 3 siege towers for damned near 25 minutes and never dying, in the demo you can see it getting nuked multiple times and not go down, this effectively blocked the best way of attacking with an Onos rush (elevator being heavily guarded as well) anyway I haven't tried to replicate it but it was SO annoying as there was no way at all to get past without dying or getting severely injured.
<a href='http://mywebpages.comcast.net/whatevermj/siege.zip' target='_blank'>http://mywebpages.comcast.net/whatevermj/siege.zip</a>
<a href='http://mywebpages.comcast.net/whatevermj/siege.zip' target='_blank'>http://mywebpages.comcast.net/whatevermj/siege.zip</a>
Comments
How many def chambers were there?
I had one match on the planetside with the reception desk (forget the map name) where the marines plopped down a Siege turret in the transparent tube next to their base starting position and it was blasting some offencive chambers layed down in the reception area. There was only ONE defencive structure there and somehow it prevented the siege tower from taking out any offencive chambers.
Other matches I've seen a single siege cannon eliminate several alien structures when there many defencive structures.
However, I could understand if there was like 4-6 defencive chambers sitting in one place and healing themselves. That would need *alot* of firepowre to bring down.
I'm thinking it's probably something to do with range.
My solution to you: if your siege turret isn't doing enough damage, just build a second siege turret.
However, as an alien supporter, I think siege turrets are too abusable. The commander has the perfect perspective to use them in the most twinky manner possible, and often does to pin down resource nodes and hives from unapproachable locations. I think there should be some sort of alien countermeasure.
Once as alien on eclipse, there were TWO SC's firing on a lone resource node outside the marine base. After maybe 5 minutes of bombardment I, the curious alien, ran over to the resource node to check its health. Full. wtf? Then the next volley I died to the explosion of the SC hitting it yet again (I was a skulk). This continued on untill we finnaly clear'd the marine outpost, the resource node never died.
Another time when I was marine on ns_nancy(sp?) our commander setup a SC near one of the last alien hives. I was guarding the door with a HMG. After a couple fire fights I decided to chase down a fleeing fade that kept attacking and runing to heal. 'round the bend I come and I see this lone DC being pounded by our SC. I check its health and its full.. wtf? So I blast it away with my HMG and return to my end of the hallway. I was hurt by the SC's fire when I got near the DC to check its health.
I'm pretty sure it's supposed to be that way. On bendy hallways, i like to put 4 defense chambers against the wall, then evolve to fade or onos. Then I go attack, then come back and stand against the wall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Then I go attack again.
The aliens had pushed us back due to bad commanders and poor marines. So I took over trying to get everyone ready. Well they had fades and took atomosphereic processing so I pulled everyone back, and set up some siege turrents to deal with the stuff outside of the engine room.
Well they did not die. So I put up two more, and still nothing.
I am not quite sure why that is at all. Someone said in game that they could not fire through the airlock.
It appears that the bug reported several times (certain buildings becoming invunerable) is still out there.
Wonder if the rotating door was causing the issue... oh well I will demo the bug if I can replicate it.