Friendly fire no longer makes a hive available for teleportation!

SitharthaSithartha Join Date: 2006-12-06 Member: 58927Members
<div class="IPBDescription">Remove it !</div>Normaly we dont need Hive as teleport (movement chambers are smarter for choose and tactic), this thing absolutly changes the game - and it's bad. "Friendly fire no longer makes a hive available for teleportation." - it's logical when aliens hit hive and you can't teleport to it - that's OK, but if MArines attack hive - aleins has to has posibility teleport there, no other chances to get get Hives place back!!!

I'm playing NS starting from previous version of HL,and this Hive think is bad for the game strategy - think about it.

Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Seems like you missed the whole point of hive teleportation.
    It encourages non-mc first strat.
    You can teleport to all hives.
    MC teleports you only to the farthest hive or the hive under attack which makes reaching the middle hive difficult with 3 hives.
  • SitharthaSithartha Join Date: 2006-12-06 Member: 58927Members
    <!--quoteo(post=1585661:date=Dec 8 2006, 09:36 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Dec 8 2006, 09:36 AM) [snapback]1585661[/snapback]</div><div class='quotemain'><!--quotec-->
    Seems like you missed the whole point of hive teleportation.
    It encourages non-mc first strat.
    You can teleport to all hives.
    MC teleports you only to the farthest hive or the hive under attack which makes reaching the middle hive difficult with 3 hives.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    The only thing I can see is "non-mc first strat".

    I'am talking about the game when equal teams are playing - Marines normaly get 1 Hive under controle. So if You have no posibility to teleport there, until Hive is 100% ready, then Aliens has very low chances to get this 3 Hive place back. Add - as Onos or Gorge very often You have problems to get fast to hive and press "use".

    Something must be done or changed - but as It is right now It's not changing but disbalancing the game - and it's bad.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    If an alien hits "use" on a hive it flashes red and you hear "the enemy approaches." Then you can teleport to it just like if an alien had used friendly fire to attack it.
  • princessprincess Yaaar&#33; Bristol Join Date: 2004-09-11 Member: 31605Members, NS1 Playtester, Constellation, NS2 Playtester, Subnautica Playtester
    But you can teleport to an unbuilt hive - you mustve not read that part of the changelog:

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If a player uses a growing hive, it triggers 'The Enemy Approaches' Alert and makes it available for both hive and mc teleportation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So, if someone presses +use on a growing hive, it will make that hive flash red and aliens can then +use their active hive / movement chambers to teleport there.
  • CoalehCoaleh Not Pepseh Join Date: 2003-10-11 Member: 21602Members, Constellation, Reinforced - Shadow
  • TerRaKanETerRaKanE Join Date: 2003-05-14 Member: 16292Members, Constellation
    who asked you, about your opinion <b>El_Ripper</b>?
    <i>
    But there is one thing I'd like to point out:</i>
    In some situations it is almost impossible to trigger ("use") a hive for gorge!
    Hes too slow, hes too small etc. If hes is chased by a marine it will turn out pretty difficult to "use" the hive without beeing killed.
    I'd like to see attacking (or at least to spit the hive - for gorges) doing the same effect like triggering it (again).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Also one of the veil hives is too high for a marine to jump up and trigger afaik
  • RevenReven Join Date: 2002-11-11 Member: 8202Members
    if you cant reach the hive to "use", it standing directly under it and "use" it will trigger "the enemy approaches" event as well.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    The point being that this +use to 'The enemy approaches!' balances the game between FF on and FF off. The advantage of having FF turned on, and being able to cause a hive-under-attack condition, is clear.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Only minor gripe I have is that you can't use an already-up hive to get an enemy-approaching message. While generally not that annoying, 3-hive situations with the middle-hive attacked make alien response slower than before.
    Overall, however, the ability to use hives like MC's is much better than before, and come to think of it, if a hive can act like a DC, why can't it act like an MC (or a SC for that matter)
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    It's true that turning off friendly fire teleportation bridges the gap between FF an no FF, but I think it is the wrong way to go about this. In addition to creating possiblities for non-ff games, it removes possibilities from ff games.
    Still, friendly fire teleporting would now only be useful for a gorge (and acid rocket fade, but when does that ever come up?) since any melee attacking lifeform may just as easily use the hive now. So how about making gorge spit work like "use" like it's supposed to work?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Another nice feature of that is it will actually say "your hive is under attack" when a marine is attacking it, instead of your own team. I'm really liking the change, although you need to get use to having a defense for your hive gorge. It's called teamwork people, game mechanics can't do absolutely everything for you <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1585806:date=Dec 8 2006, 10:03 AM:name=Plaguebearer)--><div class='quotetop'>QUOTE(Plaguebearer @ Dec 8 2006, 10:03 AM) [snapback]1585806[/snapback]</div><div class='quotemain'><!--quotec-->
    The point being that this +use to 'The enemy approaches!' balances the game between FF on and FF off. The advantage of having FF turned on, and being able to cause a hive-under-attack condition, is clear.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    More like the the disadvantage of having FF turned off. I think having a way for aliens to teleport when FF is off is great, but I don't see why it was necessary to make it harder for aliens to do it with FF on compared to before and now.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    While I've said a share on this topic in the similar thread in the I&S forum, I'd still like to say that I miss the gorge spit being able to activate the hive. Particularly when marines have setup shop outside the hive, the fade wants you healing him, and everyone is expecting you to "use" the hive. Basically, I have to setup shop right under the hive now for the entire battle. Leaves me in a vulnerable position sometimes, or in an awkward spot for critters to come get a heal. (Below hive in maint in eclipse for example.) Fine and dandy if I need to heal the hive, but if the hive isn't getting sieged <i>yet</i> I wanna keep my gorge butt alive for when I <i>need</i> to heal the hive! As it stands, if a rambo gets through the front line, he'll know exactly where to find that gorge. Not being able to spit <i>adds</i> to the predictability of the game.
  • TMMDarwinTMMDarwin Join Date: 2002-11-28 Member: 10164Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and acid rocket fade, but when does that ever come up?<!--QuoteEnd--></div><!--QuoteEEnd-->

    When, on bast in Refinery, you have three hives, acid rocket from the far side right as the hive goes down and it is then redropped before the AR hits.

    Duh.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1586230:date=Dec 9 2006, 05:22 PM:name=TMMDarwin)--><div class='quotetop'>QUOTE(TMMDarwin @ Dec 9 2006, 05:22 PM) [snapback]1586230[/snapback]</div><div class='quotemain'><!--quotec-->
    When, on bast in Refinery, you have three hives, acid rocket from the far side right as the hive goes down and it is then redropped before the AR hits.

    Duh.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I hate it when that happens!
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    i agree with BigD, the convenience of being able to spit as a gorge meant he could be a little bit away in a more useful spot healing aliens or building chambers/nodes or listening for marines, but still able to activate it. Perhaps put the enemy approaches on gorge spit?
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Spit should be able to activate the hive. After all, spit still activates switches. (Also, I believe we should put back switch parasiting back in the game)
  • AlphaWolfAlphaWolf Join Date: 2003-01-11 Member: 12175Members
    edited December 2006
    Well this would make sensories a tad more useful. Namely because a gorge could stealth drop a hive and then use it without having to reveal himself if there are nearby marines.

    All in all they effectively made MC less useful and SC more useful, bringing them a bit closer to balance. DC just hasn't been the same since 1.04 though. Perhaps something is needed to make redemption better? As it stands, since redemption is such a gamble, it is the most useless trait in regular NS, which also hurts the DC's usefulness quite a bit. Maybe something like holding down the use key without moving at all (not even looking around is allowed) or being attacked for 10 seconds would allow you to do e.g. a forced redemption?

    Speak of traits, I would like to see something come about that would bring a feature of CO to NS. Namely, the aliens being able to get multiple traits from the same upgrade chamber in CO provides such a handicap that the game doesn't help your ability to play aliens in NS, but rather harms it. I would say introduce this into regular NS some, but not quite to the extent that it is brought into CO.

    Namely, if a certain number of the upgrade chamber is built, say four, two or more hives are present, then allow the aliens to pick one primary trait which gets the three fold upgrade, and then a secondary trait that gets just one fold. So e.g. somebody could go lerk with three fold celerity and one fold adrenaline. Or somebody could go gorge with three fold adrenaline and one fold silence. This could help offset the nerf that the aliens received in the last beta as well.
  • TerRaKanETerRaKanE Join Date: 2003-05-14 Member: 16292Members, Constellation
    edited December 2006
    I like the idea, but would the aliens then still be able to use 3 fold sens + 3 fold dcs ?
    (regarding your example: Lerk 3x Cel + 1x Adren -> Will he be able to take DC and SC upgrades (3fold) aswell? Resulting in 3Cel+1Adren+3Cara+3SOF)

    To simplify things I suggest:

    Assuming we got 3 hive -> DC, MC, SC
    You now may choose every MC upgrade togehter (thus Adren+Cel+Silence) but none (!) of the other chambers same with DC or SC.
    You may also take 1x any 3fold DC upgrade + 2x any 3fold MC upgrade but then, however NO sens upgrade at all etc...

    I hope this explaination is understandable, otherwise tell me.
Sign In or Register to comment.