Friendly fire no longer makes a hive available for teleportation!
Sithartha
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.
I'm playing NS starting from previous version of HL,and this Hive think is bad for the game strategy - think about it.
Comments
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.
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.
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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.
<!--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.
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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).
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)
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?
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.
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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.
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.
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.
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I hate it when that happens!
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.
(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.