Siege Cannons

EpochEpoch Join Date: 2002-10-10 Member: 1474Members
I got a board error when I tried to post a reply in the other thread, so here it is. I apologize for the extra thread.

Here are two demos taken around 9:45 PM Central this evening.

<a href='http://www.joshbeeler.com/doombrigade/files/sisge1_demo.zip' target='_blank'>siege1_demo.zip</a>
<a href='http://www.joshbeeler.com/doombrigade/files/sisge2_demo.zip' target='_blank'>siege2_demo.zip</a>

I hope that helps.

Also, I was performing an experiment on the server by applying the 1.01 patch and keeping the default 1.00 skill.cfg. I do not know if this had any effect on the siege turret problem, but I suppose it's possible.

Comments

  • SaturnSaturn Join Date: 2002-11-02 Member: 4336Members
    Nice demos (and good server btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )

    It's almost as if the animation for the offensive towers exploding goes through but the model does not disappear when destroyed by (multiple.... sheesh) Siege Turrets. More evidence of this when one of the players destroys multiple towers with his Grenage Launcher as well as his Heavy Machine Gun.

    One thing I could NOT tell, was whether or not any of the turrets ever attacked a marine who walked by closely enough.


    Option 1: Personally, I think you need to test it out with the 1.01 config (as it is meant to be) and tweak the settings on a 1.00 server (LAN perhaps) until you get a similar performance. try a full 10 person server, who knows?

    Option 2: You have undead turrets. They're dead. Quite dead in fact. But they're still as alive as you and I... =P

    -[D*F*M] Saturn <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    Might want to talk to "Rama-The-Feared" about the bug, he's been looking into the server stuffs and would probably have some well thought out ideas.
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    I saw when you went to spectate the marine base, how many cannons where there? 30? It was insane many....
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    They need a turret limit so they cannot spam 50 or so turrets in the base.
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    <!--QuoteBegin--MutantMFM+Nov 8 2002, 12:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MutantMFM @ Nov 8 2002, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They need a turret limit so they cannot spam 50 or so turrets in the base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree.

    I mean, why is there a limit on Offense Chambers for aliens and not turrets for marines? Is there a reason to that?

    And is there a limit to trip mines? Because there is a limit to webbing......
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Trip mines are kinda useless against fades. I remember this one time i was cloaked and saw this marine set TONS of trip mines I chuckled and fired of an acid bomb, KABOOM killed 3 marines and left me with 3 health <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DrDeathDrDeath Join Date: 2002-11-04 Member: 6864Members
    Hey HellBilly, we played on Misfire's server last night. That was totaly off topic, be heres what I think. I dont think there is a limit on trip mines, but there should be. Turrets should also have a limit, and the aliens should have a siege cannon also. But a toned down version. It also seems that the marines rely on seige turrets way to much. They should be unreasonably expensive, like 60 or 75 minerals EACH. This would prevent marines from doing thier 'clear the room, build 8 cannons, and creep up again'. Also, the damage should be lessend to 300 (down from 320, i think).
  • GrailGrail Join Date: 2002-11-06 Member: 7233Members
    You know, while we are at it... lets limit the number of Fades and Onos that are able to be on a team. And the number of Heavy Armors in game at once. And and the number of fingers you can use while playing the game. And and and maybe people can be limited to using the mouse with the left hand instead of the right.

    Please, how many advantages are you willing to give the Aliens over the Marines before the game is destroyed and no one will want to play due to the Marines being so gimped that they are unplayable?

    -Grail
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Grail+Nov 8 2002, 06:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grail @ Nov 8 2002, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You know, while we are at it... lets limit the number of Fades and Onos that are able to be on a team. And the number of Heavy Armors in game at once. And and the number of fingers you can use while playing the game. And and and maybe people can be limited to using the mouse with the left hand instead of the right.

    Please, how many advantages are you willing to give the Aliens over the Marines before the game is destroyed and no one will want to play due to the Marines being so gimped that they are unplayable?

    -Grail<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You can answer <b>all</b> of my posts for me I think. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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