Why Does The Siege Turret Shoot Through Walls?
Hicktown_NS_Player
Join Date: 2002-11-03 Member: 5665Members
<div class="IPBDescription">Why?</div> This boggles the mind... Its so utterly horrible to set up a building, only the have a siege turret, 100 yards away, shoot through 8 walls, and destroy your structures... This is just a bug right? I hope so... Maybe Its been discussed before, but I just thought that I'd post my thoughts and hear others... Its really cheap, and kind of annoying... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
Comments
Hive sight, maneuverability, increased strength in numbers, the speed to get there and take it out before it takes out the hive...
If you just cant deal with 'shooting through walls' then consider it this way instead, just imagine the turret's job is to teleport explosives into rooms nearby (its not going thru the wall at all).
I mean, if you think about it, humans ALREADY have teleport technology... I know I would teleport explosive stuff into my enemies if I did ;p maybe I'm just evil ;p
What about their ability to gun all that crap down in 1 second? What about the pesky marines turreting up a hive locaton/outside an occupied one. We dont get handy wallhack turrets then, and most of the time dont have the needed high tech.
You say we should know about this turret going up. HOW?! In almost every case the turret factory is already there. We get no audio visual clue that its upgrading. The siege turret itself goes up really fast. usually the first thing you know is BANG - S@#@ SIEGE IS UP spamming your teammates.
Quite a number of times i have found them in the process of being constructed (or constructed but where they arent doing damage) and i try to rally my teammtes to me, but NOONE comes. At least the marines have ENFORCED teamwork.
Seriously, the aliens dont stand a chance if they dont have 2 hives and have alot of resource spots. If they lose some of those, the marines will camp these spots and the aliens dont have a chance to get them back (with only skulks and lerks, rotfl!). So its just a matter of time then WHEN they lose.
The problem is aliens dont have any good building destruction weapons. Bile bombs dont seem to kill anything. Compared to grenades that take out multiple alien turrets with some shots.
I have expected MORE of the patch. The marines still are too strong and thats mainly because they can kill whatever they want very quickly. I have seen a guy in heavy armor just standing in front of 6 alien turrets, gunning them down with his HMG, reloading relaxed and then resume gunning. It makes me wanna kill myself whenever i see that all my efforts are VOID.
Also the turret limit for aliens seems to be too low. The amount of turrets i can build at a certain spot can hardly defend against ONE marine...if they are two its a lost case.
The whole concepts about aliens vs. marines needs a rethink. It cant stay this way. about after the first 1/3 of a round its decided who will win. Then its just the "making it some harder for them to win, but make your prayers, were all gonna die".
Sometimes i think this game wud work much better if it was marines vs marines....or aliens vs. aliens. Of course that wudnt make much sense, but it wud be balanced and NOONE can claim its not balanced.
I play almost alway play aliens since i love the sneaky whay with them and they are not under powerd yea sure they dont stand a chanse without 2 hives.... but that isnt usually a problem...
the game is more or less even...
the marines just are abit easier to play in the beginning... the more "hardcore" players know that aliens are to be FEARD.... ever seen 2 onos trample the hole marine home base?? just shaking off magazine by magazine of LMG fire comeback when you have and say alines are too weak or 1 skulk kill 3 marines quite efoorless because he aws hiding on the roof
know the aliens and you will win (with some COOP) that is
stop complaining and start playing!!!
and the sige turrets are sure anoying but not that unrealistic or overpowerd remmber they are expensive for the marines to build....
But as a gameplay device, I think it fits very well into the game. It does cause a lot of confusion among players who didn't read the manual/forums/etc and want to know why it doesn't need LOS. Hence the daily "siege cannon bug" thread. But they learn soon enough.
I think what should happen, is there is another gun, the siege gun, not a mini-siege turret, rather, it fires a homing beacon which the siege turret locks onto, and that fires stuff. This would be a secondary weapon cause otherwise it would be pointless to use as an HMG can do quite a load of damage on something generally faster than a siege turret, but, it would make the siege turret not as exploitable, forcing aliens to cover their bases more efficiently or risk having them blown apart. And, the sonic wave that travels should be smaller, but, like I said, do a bit more damage to the structure itself, like 400.
Supposed you are playing on a <i>genuine</i> 1.01 server,
Marines are already having a hard time.
I have noticed, that some maps (f.e. ns_tanith) have areas
near one of the hive locations that seem to be especially
intended by the mapper for setting up a siege cannon out
of the aliens immediate reach.
The marines have to destroy a powerline with the welder
near that big satellite dish to make that area accessible
to them, though.
I think Marines need this thing to win. Think about it. If they
are able to afford many of them on a <i>genuine</i> 1.01 server
with fairly balanced teamnumbers, the alien team didn't play
as well as the marine team. I know the truth hurts sometimes
(if not always), but sometimes it is not imbalance - it is just the
better team winning.
Play a couple of games as a Marine, and you know what I am
talking about.
<b>Don't forget: The Lerk's Poison Gas also penetrates walls!</b>
This is a particular nasty thing for the marine players.
All you need is a lerk or two, and good map-knowledge and you can
cause serious damage to the forthcoming of any Marine strategy
because the spawn area is flooded with corrosive poison gas wich
first eats through your armor and then through your health pretty quickly.
The nastiest thing is that the graphical effect of the poison cloud <i>doesn't</i>
penetrate the wall, making the effect invisible. All you see is your armor
and health levels draining and an occasional *ahem* 'gas releasing' sound.
I think there is still a lot to learn about this game, geez I have played it
about a week as an alien and the game changed many times for me, with
each more aspect I discover.
<b>Every story has 2 sides</b>
I'm playing Marines for the last 2 days now and I am still learning how
they work. It can't be reiteratet often enough: Playing Marines on a
<i>genuine</i> 1.01 server ain't easy at all!
Their strategic structure is much more fragile than that of the aliens
everything depends on 100% teamwork and staying sharp all the time.
If the aliens manage to get 3 hives (or 'onos time' as they call it) it is
just as bad as an alien realising that the marines have established
a siege cannon near one of their hives.
Just give things more time. And don't you hipocrites ever forget how
devastating a skulk-rush can be for the marines. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
From the manual:
<b>Data:</b> developed for use against enemy defensive emplacements, and made to operate independent from a nano-network or even human control, one siege turret can completely halt alien development (if placed strategically, and defended). Siege turrets generate their own gravitational field effect, which can register all objects with more than a few pounds of mass within its radius. The shape-signatures of the objects are matched against its database, and any hostile patterns are eliminated. Alien structures have been successfully added to this database. The turret manipulates its gravitational field to induce a catastrophic effect ? much like a sonic boom ? that ignores intervening barriers and walls. The splash damage from this effect makes the siege especially effective against clusters of alien chambers. Since aliens themselves don't hold the same shape very long (i.e. they tend to move ? a lot) they, and other mobile targets, don't register. But if an alien is standing next to a chamber or hive when a siege turret starts its bombardment, the incidental damage alone is often enough to kill them.
As far as most explanations of futuristic weapons go, it sounds possible. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Marines already have it easy enuff with their grenades. Just have 2 grenadiers and 2 HMG guys to guard them and bomb the **obscenity** out of the alien turrets. As grenades bounce around walls, there is not even a direct line of sight needed.
I just cant be bothered to STILL play the game with effort when i know
-we only have one hive
-and marines have heavy weapons and armor
There is actually NO CHANCE AT ALL! The marines ALWAYS have that chance to get back a nozzle point. They always can setup some guys with heavy weapons to clear a nozzle point and start building again. But aliens DONT. Skulks are 99% useless against armored marines. Lerks neither. Gorges not at all. So what? Someone tell me how to play the following 30 minutes? Just sit around, do some desperate irritating attacks to the marines? Build piles (restricted tho) of chambers which are killed INSTANTLY as soon as two marines approach.
I have experienced this scenario twice today. The point is just that aliens are USELESS once they only have 1 hive. GAME OVER.