My arc won't work
Gorge_Lucas
Join Date: 2011-07-10 Member: 109352Members
<div class="IPBDescription">Should the Shade really blind the scan?</div>Personally I reckon that the Shade should blind structures against the Marines personal vision but having the Shade invisible to a scan is bit too much of an advantage. Reason I say this is that I find trying to use arcs rather pointless now if a Shade is involved. The problem is rather acute when the Aliens build right outside Marine start and the arc simply won't fire even after you scan the crap out of the area.
I've noticed in this build Commanders don't even bother anymore with the arc unless they know for sure that there isn't a Shade in the area they want to attack.
I've been going with the Advanced Armory-> GL's -> FL's strategy of late and it's seems to be more effective.
I've noticed in this build Commanders don't even bother anymore with the arc unless they know for sure that there isn't a Shade in the area they want to attack.
I've been going with the Advanced Armory-> GL's -> FL's strategy of late and it's seems to be more effective.
Comments
1. Scan seems bugged/doesn't last as long
2. GL has become more effective, making the ARC a bit redundant
Also, long time problems/frustrations include
1. Costs 20 TRes
2. Can't repair damaged ARCs
3. Very hard to defend outside of entrenched locations (i.e. you need to build up defenses/strong points in the location you want to put the ARC)
4. Pathing still being a little frustrating
Over a long distance (marine start to West wing) I lost 100% of my ARCs.
So I had to build the robotics exactly where I wanted the ARCs to land. That made it hard to defend the ARCs.
I then started to bomb the Central Access hive, and with 6 ARC's and 3 Observatory's it took a very very long time to take down the hive.
just deploy a arc, wait there with the marines, and the alien hive will be taken down, or at the least all the hydras / whips / crags, and then the hive is easy to kill for the marines.
the shade forces the marines to actually do some fighting and take out the shade before the arc will work.
just deploy a arc, wait there with the marines, and the alien hive will be taken down, or at the least all the hydras / whips / crags, and then the hive is easy to kill for the marines.
the shade forces the marines to actually do some fighting and take out the shade before the arc will work.<!--QuoteEnd--></div><!--QuoteEEnd-->
No thank you.
The ARC is designed to destroy heavily fortified areas where marines get slaughtered upon entry.. So the only counter to ARCs should be player assaults (which, i assume, is why it cant be repaired).
Even with 4 Marines defending my last two ARCs died, because one fade comes kills 3 Marines, and then one skulk kills 2 ARCs. The Fade repairs himself in the near Hive and comes back, to kill the new Marines from PG. The super small Range of the ARC and the extreme costs are very anoying. Not mentioning that it is extremly slow, and has about 5 Hp...
It is not an option to get early ARCs, i can only build them if i got everything else and don´t know where to put my res.
Ok this build the Comm is pretty handicaped because of the strange build bug, so it took 90% of the Comm time to build buildings. Sentrys are horrible to place at correct positions.
But the whole problem is the overpowered Fade. Last game as aliens i got Fade and killed 20 Marines as i first died. That is not balanced. I ran into groups of 4 marines with gl anf FT, and killed everytime 1 or 2 marines. I just died because I was too brave, but no problem got enough PRes to get fade again...
That would not make much of a difference, the arc splash would take out the rest anyway.
<!--quoteo(post=1869373:date=Aug 16 2011, 05:17 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Aug 16 2011, 05:17 PM) <a href="index.php?act=findpost&pid=1869373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No thank you.
The ARC is designed to destroy heavily fortified areas where marines get slaughtered upon entry.. So the only counter to ARCs should be player assaults (which, i assume, is why it cant be repaired).<!--QuoteEnd--></div><!--QuoteEEnd-->
That just makes it too easy for the marines to attack, im not a 100% sure how the shade works atm, but it simply cloaks all buildings in it radius permanently I guess.
maybe make the 15sec cloak buff hide the buildings from the arc, and not by default. (or is that how it is now?)
1. ARCs need to have way more hit-points since it's like a mini-tank. Aliens should see (or hear it), and then freak out and try to stop it. Right now it's a minor annoyance, and you almost always need 2 or 3 (40-60 TR) to be effective.
2. Leave hit-points untouched, but allow marines to repair it using the +Use key (until welder becomes available in-game).
So when there is one in play, there is a big fight to prevent a hive takedown. 4/5 shots?
1. ARCs need to have way more hit-points since it's like a mini-tank. Aliens should see (or hear it), and then freak out and try to stop it. Right now it's a minor annoyance, and you almost always need 2 or 3 (40-60 TR) to be effective.
2. Leave hit-points untouched, but allow marines to repair it using the +Use key (until welder becomes available in-game).<!--QuoteEnd--></div><!--QuoteEEnd-->
or 3. Allow the commander to repair the ARC with a MAC
Think I saw them write, that this was coming in the game sometime soon. :)