Questions On Cc Block

AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
I wanna ask a few questions.

1:What do u think about CC block?
2:Did NS community point out any rules in NS <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
3:If CC block is proh, how about TF and st blocking?

Another question.

In a game (Hamasaki) marines command dropped CC and block the way and start seiging + ip spam. Is that a "cc block" ?
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Comments

  • FooKerFooKer Join Date: 2003-07-31 Member: 18622Members, NS1 Playtester, Constellation
    edited March 2005
    1- I don't personally have anything against CC blocking.
    2- A lot of people usually go by the CAL rules for topics like that, <a href='http://caleague.com/?page=rules#8.60' target='_blank'>link here</a>
    3- Last CAL touched on it, from what I remember, it was allowed as long as a skulk was able to pass through the area.

    In a game (Hamasaki) marines command dropped CC and block the way and start seiging + ip spam. Is that a "cc block" ?
    -I'd say it's a mix. Yes to block the way, but no for the IP spam.
  • SukitSukit Join Date: 2005-01-08 Member: 33712Members
    the most destructive type of CC blocking is when an onos is defending a hive from a group of attacking marines, and during one of his hit and run attacks the commander seals his exit with a tf etc. Thus ensuring the onos gets pwned by hmgs. if your the only onos on the team this pretty much = gg.

    -Sukit
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited March 2005
    If the comm is good enough and has the res to cc block, let him do it.

    btw: Your sig will be owned by an mod for shure, cause its WAY to big <!--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-->
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    this is a tricky question, blocking an onos or a fade is a litle bit lame but some times comm have to help the team becouse thay are powned. I did this on tanith MS (relocated base onos isnt hearing becon). all marines spawn you block the exit with an armory= dead onos for sure. This is a very lame tactic but all players should be aware such a tactic and be ready for it. I think that this is like cloak+focus it is in the game but its just lame.
  • CurveCurve Join Date: 2003-12-17 Member: 24475Members, Reinforced - Shadow
    Gotta love that huge sig image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <img src='http://img.photobucket.com/albums/v494/dr0n3/mysig.jpg' border='0' alt='user posted image' />

    ^^ Just for when it gets removed, someone really thought they could get away with that as their sig? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Ypp it is really bad, when your sig is actually bigger than your posts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    I was under the impression that unbuilt structures were only going to have, like 200hp or something, to prevent this kind of thing.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited March 2005
    Once again. Structure blocking is considered an exploit by the Dev team. This must be defined, however.

    -Dropping buildings (of any kind) to cut off or impede a Kharaa's retreat. Exploit.
    -Dropping CCs or other buildings inside vents to close them off. Exploit.
    -CC walls. Exploit.
    -Designing a base layout to impede Kharaa ENTRY. Legal.

    Now then. Given that each server has its own house rules, these are just the bits that given Devs have posted in the past. They are not any kind of ladder or 'competative' rules. They are simply stating what was not an intended use.
    And yes, Grendel... that was one solution. Apparently it never made it through as Skulks would zip into a Marine base and eat just-dropped structures that were in the process of being put together. :b
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Faskalia+Mar 24 2005, 04:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Mar 24 2005, 04:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the comm is good enough and has the res to cc block, let him do it.

    btw: Your sig will be owned by an mod for shure, cause its WAY to big <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Onos costs 75 res. CC block costs 10 (20 to drop and 10 less after recycled).

    If the comm CAN'T afford to CC block marines better well have already lost the game, a CC block costs the same ammount as a shotgun!
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited March 2005
    Well although a cc block might be considerd as evil and a cheap i personally have never made use of it nor have i seen a commander using it. This is why i am assuming that these things are rather rare.

    Although there was one occasion where i wanted to med my rines and placed an armslab instead. This is usually bad for the comm, cause he looses res and rines, but in this case the armslab blocked a fade and sealed his fate.

    My question: Although i blocked him it was not intended. Is it still an exploit?



    What about the good old beacon.
    You relocate and at the 15.00 mark an onos is taking down your res node in MS.
    You beacon, your whole team appears in MS out of the sudden and takes the onos down. What you actually did was using an defensiv device, which main purpose is to protect your base, in order to kill the most expensive lifeform in the game. But still, most people dont complain about this although it can be considered an exploit aswell.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I think the dev team is squashing ingeniuty, the nanites fight a battle so you can drop structures anywhere, including in the path of that fade.


    Think of the nanites!
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    so...CC block is a kind of skill ?
    OR It IS A NOOBIE stuff?


    In ns_vein
    Command drop CC as a wall and start a seige.
    Is that forbidden?

    That is totally lame....
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited March 2005
    Ambrosek, it is an exploit. (Unbuilt) CC walls, as well as dropping any kind of building to 'pen in' a Kharaa lifeform is not supposed to happen in a vanilla game of NS. As noted, your server may have house rules to allow it... but it is officially frowned upon heavily.


    Actually, responding to an assault on the base was the DB's original uses; getting back dead players. That was buffed to recalling ALL Marines, to more effectively fight off a base assault. The DB/PG rush was an unintended strategy that came into play starting with 2.0x, given that the Marines could effectively scatter-rambo across the map, then warp back for a concerted rush on a phase-enabled point. Prior versions, teamwork was much closer to the core gameplay.
    One reason that Marines are needing to relearn... an element of that teamwork-mandatory playstyle has been returned. It'll be interesting to see if the DB/PG goes the way of the dodo, or is more used as a 'psych-out' measure... rushing the team toward one Hive while a PG is set up at another, Beaconing, then nailing the other hive while the Kharaa are all defending against a decoy assault.

    As for the misplaced armslab, technically yes. That would fall under 'structure blocking exploit', even if it were unintentional.


    And thank you, TAK. That may be something to consider to combat the blocking, in a future version. It'd have to be tested, but having each Kharaa carry a no-drop radius could be interesting. Only down side is that the Skulk hiding in that vent would be less an annoyance and more a roadblock. Doubly so if they hid in a vent just to the side of Marine Start. And it wouldn't solve dropping buildings at the ends of long hallways, or around corners. :b Ah well, it was a thought.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Ambrosek+Mar 24 2005, 07:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ambrosek @ Mar 24 2005, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so...CC block is a kind of skill ?
    OR It IS A NOOBIE stuff?


    In ns_vein
    Command drop CC as a wall and start a seige.
    Is that forbidden?

    That is totally lame.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As a player who comms alot, I assure you, a CC block is INCREDIBLY easy to do, very rarely is counter productive (as it takes insane ammounts of aliens attacking a CC to kill it before it can recycle) and a really easy way to waste that annoying fade or onos who is hit and running your base. For 10 res nearly any alien high life form can be easily massicared, why bother wasing res on shotguns and HMGs at all, all you need is creative structure placement!
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    sounds lame.

    Maybe this is the reason why sc are "overpower"
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It is not frowned upon to drop structures to make it harder for the aliens to get IN, but frowned upon to drop them right as they're about to get OUT, as far as I know.

    So let's say you're seiging Fusion hive from Cargo. As soon as your marines get there you drop a CC in each doorway to make it take longer to get past that doorway. Now, any aliens coming in will already know of the new geometry that has been placed there, and can plan accordingly. When they are retreating and you drop a CC it's like *poof* magically a new obstacle appears out of nowhere when he needs to get out.

    Although to be honest, I've never died to strcutures blocking. I've always managed to get over the CC.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Since when has the dev team defined this as an exploit?
    Fix it already if you consider it an exploit. Make unbuilt structures illusions, require a marine within range before placing the structure, reduce unbuilt structure health, somthing.

    The onos can jump over a CC. CC can no longer be dropped on res towers.

    Structure blocking is a sign of poor map design more than anything (excluding vents).
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    It sux. In public some A*s dropped CC on the way ( NS_vein / NS_lost/blablabla)
    They use it as "trench" or a "obstacle".

    I remembered last game it was an extreme situation for aliens.

    In NS_tannth, marines relocate to SC hive. They use CC to block the main entrance. 10 vs 10. 6 GL keep spamming and welding the CC. Marines hold their base like 90 mins and at last they lost becuz of running out of res to drop weapons and med.

    This is lame.Whenever onos passing the corridor they drop CC and block them.
    Tons of GL spam at them.WTH.

    IF dev team think CC block is explo. Why dun they set a limit for structure numbers? (i Mean CC)
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    edited March 2005
    I agree about the CC limits and wonder why it hasn't been done yet? I've never truly understood why one would need more than 2, maybe even 3, CCs in the field at once.
  • DirmDirm Join Date: 2004-08-30 Member: 31025Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Swiftspear+Mar 24 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 24 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Faskalia+Mar 24 2005, 04:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Mar 24 2005, 04:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the comm is good enough and has the res to cc block, let him do it.

    btw: Your sig will be owned by an mod for shure, cause its WAY to big  <!--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--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Onos costs 75 res. CC block costs 10 (20 to drop and 10 less after recycled).

    If the comm CAN'T afford to CC block marines better well have already lost the game, a CC block costs the same ammount as a shotgun! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You get 16 res for recycling an unbuilt CC, so it only costs 4 (plus being out 20 res for 30 seconds or so)
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    So, i want to siege cargo hive on tanith, is it exploritive to block off the 2 doors before the siege starts? I would call that <i>creative</i> use of marine structures.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    No amount of game code can substitute for a proper Admin. What makes CC blocking wrong is the Commander's intentions. Game code can't determine a player's intentions. Well, not yet anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    <!--QuoteBegin-Talesin+Mar 24 2005, 05:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Mar 24 2005, 05:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Once again. Structure blocking is considered an exploit by the Dev team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hrm... I seem to remember Flayra saying that he thought that structure blocking was perfectly fine, but I may be mistaken.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin-Diablo fx+Mar 24 2005, 10:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo fx @ Mar 24 2005, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, i want to siege cargo hive on tanith, is it exploritive to block off the 2 doors before the siege starts? I would call that <i>creative</i> use of marine structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's exactly what I detailed in my post, and I think it's perfectly fine.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    edited March 2005
    This is why some server ops have limiters so u cant block with more than 1 or 2 cc!

    I know my server is limited to 2 cc's max but it doesn't mean u cant use tf to do the same but tf's are easier to get over!

    But a charging onos can jump a cc easily!

    Blocking doorways and corridors is fine but blocking vents and building in vents is considered an exploit by the devs if i remember properly!
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin-Sukit+Mar 24 2005, 04:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sukit @ Mar 24 2005, 04:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the most destructive type of CC blocking is when an onos is defending a hive from a group of attacking marines, and during one of his hit and run attacks the commander seals his exit with a tf etc. Thus ensuring the onos gets pwned by hmgs. if your the only onos on the team this pretty much = gg.

    -Sukit <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm sure you mean the <i>best</i> type of cc blocking.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Since when has the dev team defined this as an exploit?
    Fix it already if you consider it an exploit.  Make unbuilt structures illusions, require a marine within range before placing the structure, reduce unbuilt structure health, somthing.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    We defined aspects of this exploitive several months ago and very publically I might add...
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=81158' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=81158</a>

    and part of the reason there is no fix yet is because we are still deciding what the best way is to handle this, but it certainly is still on our radar...

    Sometimes things that we want to get fixed have to be pushed down the list to make room for other changes...
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Dont fix what aint broke, CC/structure blocking <b>isnt</b> running wild on pub servers as some people in this thread would have you think...


    And remember, NS needs Clan <b>and</b> pub play too survive. No going "meh, screw all the pub people, clan play is where its at OMG FTW!!" cause your wrong. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    <!--QuoteBegin-WaterBoy+Mar 24 2005, 04:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WaterBoy @ Mar 24 2005, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dont fix what aint broke, CC/structure blocking <b>isnt</b> running wild on pub servers as some people in this thread would have you think...


    And remember, NS needs Clan <b>and</b> pub play too survive. No going "meh, screw all the pub people, clan play is where its at OMG FTW!!" cause your wrong. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sounds like u only play on 1 server then!

    I see structure blocking in the way described here all the time on alot of servers!

    You have been lucky if it hasn't happened to you tbh!
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