My arc won't work

Gorge_LucasGorge_Lucas Join Date: 2011-07-10 Member: 109352Members
edited August 2011 in NS2 General Discussion
<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.

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ARC has become less useful in recent patches because
    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
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    I used ARC's in rockdown recently. To start with I lost 3/4 of my ARCs to the ground when they were moving over a short distance.
    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.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    I think that the shade should work as a counter against ARCs, otherwise aliens have trouble defending an area.
    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.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I like the idea that the shade would reduce the visible time provided by a scan, but not completely remove it. Otherwise, scan would be basically useless once aliens have shades.
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    Maybe only the shade is visible to the ARC, and the other alien structures are hidden / disrupted due to the shade? This means the ARC would have to take out the shade first before other alien structures can be acquired by the ARC. This would promote building multiple shades around a hive as well since multiple shades don't really have the added benefit like the crag does (or how the shift will).
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1869297:date=Aug 16 2011, 12:20 PM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Aug 16 2011, 12:20 PM) <a href="index.php?act=findpost&pid=1869297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that the shade should work as a counter against ARCs, otherwise aliens have trouble defending an area.
    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).
  • nilsnils Join Date: 2011-06-23 Member: 106039Members
    The real question is: Why the ###### I have to pay 20 TRes for an ARC, which is useless like ######.
    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...
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    ARCs are good enough ... but they need to work around Shade's cloak ability once aliens were scanned... and when there is no beacon,?then kill the shade first. :)
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1869351:date=Aug 16 2011, 03:53 PM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Aug 16 2011, 03:53 PM) <a href="index.php?act=findpost&pid=1869351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe only the shade is visible to the ARC, and the other alien structures are hidden / disrupted due to the shade? This means the ARC would have to take out the shade first before other alien structures can be acquired by the ARC. This would promote building multiple shades around a hive as well since multiple shades don't really have the added benefit like the crag does (or how the shift will).<!--QuoteEnd--></div><!--QuoteEEnd-->
    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?)
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    part of the problem is it blocks it even when the buildings arent cloaked so basically if there is a shade in the map scan effectively stops working at least this is true in tram if you build a shade scan does not work anymore
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    I think one of two things should happen to the ARC:

    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).
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Really powerful, loud and pricey - faster as well.

    So when there is one in play, there is a big fight to prevent a hive takedown. 4/5 shots?
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    <!--quoteo(post=1869616:date=Aug 17 2011, 05:48 AM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Aug 17 2011, 05:48 AM) <a href="index.php?act=findpost&pid=1869616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think one of two things should happen to the ARC:

    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
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1869642:date=Aug 17 2011, 04:17 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Aug 17 2011, 04:17 PM) <a href="index.php?act=findpost&pid=1869642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or 3. Allow the commander to repair the ARC with a MAC<!--QuoteEnd--></div><!--QuoteEEnd-->
    Think I saw them write, that this was coming in the game sometime soon. :)
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