What Happend To The Pgs?

CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">Happy meal?</div> Ok so i think we all know the problem right?

YOu build a Phase gate at an important location. Many Marines die. So the Comm does a beacon.

Last chance to save it right?

NOOO wrong wrong wrong.

This doesnt save the PG and the location. It creates the loved-by-everyone Happy Meal for every alien at the other end of the phase Gate.

Im so sick of it...beacon nowadays means: You loose the Phase Gate. And give about 12-30+ Res to the Aliens. Oh and if you equipped you Amrines with Sgs int he base to make them survive longer...well even more res lost.

cant we just...for the love of every commander and Ninja PG Builder...change the Phase gates back to how they were before 3.0final?

Or could anyone explain to me why they made beacon+PG Rushes completely useless? (in fact they are even contraproductive...not just useless)

(searched for "new phase gate" but didnt find a thread that discussed it)
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Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    They upped the cooldown for the PGs, probably to counteract this very powerful tactic.

    Which pisses me off, because if too many of your marines die and you're overpowered, you won't be able to save your siege spot, thus losing a bitchload of res.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    edited March 2005
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    How did they change it?

    There fine now-although i did play a game last night on eclipse that was exactly like you described, all the other games ive played have been ok with it. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    <b>edit</b> nvm, rapier says they upped the cooldown for it.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    Well, part of the change was a fairly major bug fix. Things on PGs are supposed to be telefragged if another player comes through, yet as it was before 3.0Final a bunch of Marines could all simultaneously teleport and arrive on the other side unscathed. Part of what you are seeing is PGs actually working correctly now.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Ideally it'd be so that if a marine was going to be telefragged by someone phasing in, the phasegate just wouldn't work on the other side -- or phase you out and then right back to where you started. That handles your simultaneous jump problem and your PG too slow problem.

    Alternatively, shortening the cooldown time a bit might be in order.

    After all, as it is now, even building two PGs at the destination doesn't help.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Personally, I see it more as that if the Marines lose the PG point now, they lose it. No ability to insta-rush the area for another try... puts a degree of risk back into a siege base.

    Honestly, I'd like to see things kept as they are, as well as allowing Kharaa to 'port back through. So if a PG point is lost, the Comm needs to recycle that PG quick, or there'll be a flood of Kharaa coming right through to reverse the tactic. After all, it's supposed to be a risk. Not a 'free' attack-style.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    id say half the cool down time, and have it 2 way
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    it doesnt matter anyway

    once the second hive goes up you cant win using sieges or shotgun pg rushes anyway
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    It is just me or can you get telefragged way way easier now. I used to get up on the sides of the phase gate and as long as you weren't directly in the middle you were ok, but now it seems that anywhere on it except for the very outside edge and you're toasted.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    I've seen fades get telefragged left and right. Stupid fades! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Seriously though, as the devs have said, the point of the cooldown is that you SHOULDN'T be able to just warp your entire team to a location instantly. If you don't guard them well enough, you lose them. You DESERVE to lose them.

    PGs are "nerfed" like this for a reason: they are an incredibly powerful tool that allows the marines to rush any part of the map within seconds. That's also why the devs refuse to put in a "destination select" option. If you build tons of phasegates, there has to be a downside. Cycling through the phases is that downside (though, personally, I think that it is actually a downside for sneaky aliens too, since it makes it more likely that there will be marines phasing in and out of every phase on the map, meaning it's harder to attack and steal back low-action areas.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Yeah this bug fix pretty much made phase gate rushes a thing of the past... takes way to long to get your team through. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    This might help not sure though but maybe to save yer pg's n stuff may cost some res,try building "2-3 pg's" have maybe like 5 marines and 2 for "lookouts",cover and if ya manage to get 2 of the 3 gates up and the marines are getting killed beacon the rines while the rines are chompin on phases drop shotties,hmg's,oh yeah and gl's <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> personal fav hehe,have the com drop a tf and have the marines build it and if they are getting killed keep phasing till the tf is built electrify it then upgrade to seige/build turrets etc.


    I might experiment with this with bots or something lol.Even if things are "cooldown" or "upped" try n do everything and anything in your power/within to find a powerful tactic which can't be countered even with a smart alien team and onos I'm sure marines can come out winners everytime.Or better yet maybe have 2 versions of NS like keep the one we have right now and have another with everything imaginable unbalanced,overpowered,bugs galore to experiment have fun with etc.

    I think alot of these powerful tactics that are being cooleddown is because of people that "talk too much",whine n more lmao.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Next time don't beacon when 3+ aliens are near the phase?
  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    <!--QuoteBegin-comrade+Mar 24 2005, 06:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comrade @ Mar 24 2005, 06:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it doesnt matter anyway

    once the second hive goes up you cant win using sieges or shotgun pg rushes anyway <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    its true.



    unless you have like 20 turrets in the room you will be taken down by leaping celerity focus skulks.

    potentially silence focus.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Apos+Mar 25 2005, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 25 2005, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen fades get telefragged left and right. Stupid fades! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Seriously though, as the devs have said, the point of the cooldown is that you SHOULDN'T be able to just warp your entire team to a location instantly. If you don't guard them well enough, you lose them. You DESERVE to lose them.

    PGs are "nerfed" like this for a reason: they are an incredibly powerful tool that allows the marines to rush any part of the map within seconds. That's also why the devs refuse to put in a "destination select" option. If you build tons of phasegates, there has to be a downside. Cycling through the phases is that downside (though, personally, I think that it is actually a downside for sneaky aliens too, since it makes it more likely that there will be marines phasing in and out of every phase on the map, meaning it's harder to attack and steal back low-action areas. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    STOP WATCHING ME PLAY <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • CyberPitzCyberPitz Join Date: 2004-09-04 Member: 31301Members, Constellation
    <!--QuoteBegin-Swiftspear+Mar 25 2005, 04:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 25 2005, 04:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Apos+Mar 25 2005, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 25 2005, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen fades get telefragged left and right.  Stupid fades! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Seriously though, as the devs have said, the point of the cooldown is that you SHOULDN'T be able to just warp your entire team to a location instantly.  If you don't guard them well enough, you lose them.  You DESERVE to lose them.

    PGs are "nerfed" like this for a reason: they are an incredibly powerful tool that allows the marines to rush any part of the map within seconds.  That's also why the devs refuse to put in a "destination select" option.  If you build tons of phasegates, there has to be a downside.  Cycling through the phases is that downside (though, personally, I think that it is actually a downside for sneaky aliens too, since it makes it more likely that there will be marines phasing in and out of every phase on the map, meaning it's harder to attack and steal back low-action areas. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    STOP WATCHING ME PLAY <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    laff.

    I personally think the pg's are fine the way they are. More....I guess 'realistic' is the term.
  • ManosManos Join Date: 2002-11-01 Member: 1956Members
    <!--QuoteBegin-MrGunner+Mar 25 2005, 02:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 25 2005, 02:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It is just me or can you get telefragged way way easier now. I used to get up on the sides of the phase gate and as long as you weren't directly in the middle you were ok, but now it seems that anywhere on it except for the very outside edge and you're toasted. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    noticed this aswell.
  • Bulletproof_McBainBulletproof_McBain Join Date: 2004-05-18 Member: 28735Members, Constellation
    <!--QuoteBegin-Manos+Mar 25 2005, 10:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Manos @ Mar 25 2005, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrGunner+Mar 25 2005, 02:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 25 2005, 02:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It is just me or can you get telefragged way way easier now.  I used to get up on the sides of the phase gate and as long as you weren't directly in the middle you were ok, but now it seems that anywhere on it except for the very outside edge and you're toasted. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    noticed this aswell. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed, I'd say over the last year or so, I've been telefragged I think about twice by the phase gate.
    Last night in one round, I was telefragged 5 times!!! I saw at least 6 others telefragged too, as well as two fades.

    The worst part is when you've just kitted up in to heavy armor and weapons, phased through, and within one hundredth of a second in arriving at the destination... SPLAT. Fragged.

    I got no problem with the gate being nerfed for mass squads getting through... but does it have to be so damn frag-happy?
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    well the most frikin thing im scared in ns isnt a onos or fade, its a pg.If i want to pg i stand 2 meters away from the pg and wait it to cool down.If i have pgd i jump like crazy to get off it.I havent been telefragged not once yet so i guess its working.Its kinda stupid and embarrasing, just like if you fall down walking somewhere on a street and everyones watching. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    Ah, I miss the old days where you had to build a tf factory in your base if you wanted to have a phase gate. nothing was more satisfying than reaching hive three, going onos, and phasing into their base and activating charge. the good ol days.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    Well, in the past, Marines lost Phase Gates due to Armory humping, so now they have a more legitimate excuse. <!--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--> Seriously though, the very last thing you want to do as a Commander is build a Phase Gate in a corner. Sometimes this means you can't use an electified RT for defense of the Phase Gate. The Marines that phase through are stuck between two walls, the RT, and the Onos. If they don't get telefragged, they WILL get gored.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    It just means when you phase offensively, you need to phase fast and hard, and do what you want to do.

    It used to be you could park a pg near/in a hive and just keep walking into it, dakkadakkadakka dead hive.

    Now, you'll need to put up a tfac and probably an obs. PGs still work fine for transporting, and full tech rushes (JP gets in to lay the PG, dumps some mines on it, all rines phase in and blat the hive). As far as I see, PGs are still excellent for shunting marines from hive to hive, or from hive to MS, and back again.

    They behave very much like sieges now in that they shouldn't be relied on too heavily to take a hive by themselves, but should be combined with other strats in order to win.
  • Gerald_R_FordGerald_R_Ford Join Date: 2003-11-11 Member: 22544Members
    I believe the alien buffs were needed, and we would have a very balanced game right now if the phase gates weren't touched. Since they were changed, and dramatically, it has made them much weaker and removed a powerful tool the marine team very typically uses to win. If the cooldown was reduced to half what it is now, I believe the game may be more balanced.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin-Gecko God Of Dooom+Mar 24 2005, 03:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of Dooom @ Mar 24 2005, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> id say half the cool down time, and have it 2 way <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would agree
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Cheese <b>=</b> <img src='http://www.leopardrockmedia.co.uk/Person-pushing-red-button-0.gif' border='0' alt='user posted image' />

    If people are too slow to step off the phase gate then take a tip from the plugin authors and just add an auto push to the phase gate, and if that's too newbie friendly then you can always have the pg not teleport a player if someone is already standing on the intended location. That would atleast teach players to act hastely around them.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    <!--QuoteBegin-Necrosis+Mar 25 2005, 07:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Mar 25 2005, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It just means when you phase offensively, you need to phase fast and hard, and do what you want to do.

    It used to be you could park a pg near/in a hive and just keep walking into it, dakkadakkadakka dead hive.

    Now, you'll need to put up a tfac and probably an obs. PGs still work fine for transporting, and full tech rushes (JP gets in to lay the PG, dumps some mines on it, all rines phase in and blat the hive). As far as I see, PGs are still excellent for shunting marines from hive to hive, or from hive to MS, and back again.

    They behave very much like sieges now in that they shouldn't be relied on too heavily to take a hive by themselves, but should be combined with other strats in order to win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    He speaks the truth.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Telefragging issues:
    Didn't notice them yet, to be honest (guess I play too much aliens). Please visit the bug report forums about them.

    PG balance:
    They're definetly too weak as of now. The bugfix was necessary - they just worked like remote-controlled beacons before - but, well, we seem to have relied more on it than would've been apparent. We're discussing ways of alleviating this currently.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    <!--QuoteBegin-Nemesis Zero+Mar 26 2005, 12:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Mar 26 2005, 12:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Telefragging issues:
    Didn't notice them yet, to be honest (guess I play too much aliens). Please visit the bug report forums about them.

    PG balance:
    They're definetly too weak as of now. The bugfix was necessary - they just worked like remote-controlled beacons before - but, well, we seem to have relied more on it than would've been apparent. We're discussing ways of alleviating this currently. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Define too weak please.

    Was it intended that spending 6 seconds getting a PG up near a hive should equal the instant death of the hive? Because with L2 weapons and above, that's what it equates to, barring extreme marine incompetence or a fade in the right place at the right time.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    <!--QuoteBegin-Grendel+Mar 25 2005, 06:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ Mar 25 2005, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nemesis Zero+Mar 26 2005, 12:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Mar 26 2005, 12:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Telefragging issues:
    Didn't notice them yet, to be honest (guess I play too much aliens). Please visit the bug report forums about them.

    PG balance:
    They're definetly too weak as of now. The bugfix was necessary - they just worked like remote-controlled beacons before - but, well, we seem to have relied more on it than would've been apparent. We're discussing ways of alleviating this currently. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Define too weak please.

    Was it intended that spending 6 seconds getting a PG up near a hive should equal the instant death of the hive? Because with L2 weapons and above, that's what it equates to, barring extreme marine incompetence or a fade in the right place at the right time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Those are problems with the aliens scouting and defense, not a phase gate
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I'm actually referring to defense scenarios here; a marine outpost under attack will not really benefit from the PG if the skulks there are comparatively competent.

    PG rush scenarios as you describe them are dangerous, it is true, but they are not exactly new, and the counter is pretty apparent: MCs.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    edited March 2005
    Whilst I'd argue the fairness of any chamber based counter to a standard marine weapon, surely the counter to PGs is Scent of Fear and thus SCs?

    Certainly Movement chambers will do nothing for you in a game unless the marines are dumb enough to shoot your building hive before they are ready to take it down.

    And PG rush scenarios aren't "dangerous", they are pretty much the primary marine tactic. How often do you see a coherent marine squad battle its way diligently to a hive under sustained assault? You don't. Pre 2.0 Final, marines either fill the kharaa spawn queue, walk there and build it at leisure, or ninja in and phase after someone builds it.

    Frankly, the only reason why more people aren't complaining about them at the moment is because currently SOF/General upgrades/greater prevalence of higher lifeforms prevent marines from ever getting them up in the first place.

    Of course, I am referring here to the 99.99% of games that are played on pubs. Naturally, in clan games it is different. If movement chambers were consistent between modes, it would be different. But movement chambers still don't transport you to a building hive, despite the fact that this was removed from public play in 1.03 when players still were working out the fact they could evolve to different classes.
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