Opt out of Beacon
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">The vegetarian Option</div>So I remember there being, a while back, a way to opt out of getting beaconed (I think it was holding e). I notice that it no longer works, why was it removed? I ask because often when we have set up a pg and are fighting tooth and nail to defend it and the comm will beacon everyone back for a rush through. This is all well and good, except those 5 secs of absence as the marines defending the pg get recalled the PG gets camped and we all die when we go through it. Needless to say this wouldnt happen if you could opt-out of bacon, so the marines already there could remain and keep up the defence. In conclusion, is it coming back? If not, why?
Comments
No I distinctly remember it being listed in the changelog, and later holding some key (I think it was e) to opt out. Regardless, perhaps it is something that is worth adding? Loosing PGs because the guard got beaconed is very annoying.
This is simple and doesn't require any time from the developers.
This is simple and doesn't require any time from the developers.<!--QuoteEnd--></div><!--QuoteEEnd-->
I do not see what you mean, what I meant was when the comm beacons people back to base for a rush through PG it also beacons the people defending the PG (the one your gonna be rushing through) leaving it open to get insta-camped. This has little to do with comm, unless you mean that he shouldnt beacon at all and just let everyone else rally on base.
<!--quoteo(post=1909754:date=Mar 4 2012, 12:25 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Mar 4 2012, 12:25 AM) <a href="index.php?act=findpost&pid=1909754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't wait for the time when the commander beacons and no one responds.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cant wait for a time when comm beacons team back when hive is on 5%.
If you let marines opt out it removes that interesting decision the commander has to make hence i'm not in favour of it. You generally don't want to remove opportunities for difficult decisions in a game.
If few marines could press E to prevent them to be teleported then this ability would be to powerful, then the marine team won't have to sacrifice anything to use beacon.
This could also be really annoying for the commander if he is using beacon to bring all his marines together for an attack.
When I comm the most frustrating thing is having a team ignore orders. I've had players spawn and refuse to build buildings, refuse to defend an rt 15 yards away. So as a comm when I beacon I expect my whole team to be there. It's also an important device for aliens, if you are in trouble you have a couple skulks hit the Marine base and try to force a beacon.
If you let marines opt out it removes that interesting decision the commander has to make hence i'm not in favour of it. You generally don't want to remove opportunities for difficult decisions in a game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Totally agree.
@ OP - I have been beacon'd at such points of almost finishing the RT or the PG situation you list but that is the Comms bad, unless i fail to communicate why i need 5 more seconds. In the pub scene this was also a good tool to group everyone up and get your rambos back in line. I had a comm beacon 3 times to grief said rambo till he listened (all scenarios played in NS1).
The Comm should live or die by their strat and should have the tools to get what they want. Whether it is a gather tool or an emergency base defense button they need this power. It has to be fun for them too (RTS wise). Getting into better pubs you can tell who an experienced comm is. Generally when the team LISTENS you win (good strats of course), but pubs are unreliable. That is why i love the competitive scene and the scrims. or pubs that host scrim like mods that they activate at certain times or have events and such.
Taking away control from the commander on this is a bad idea, a VERY bad idea at that... Besides with the PG as an example it is probably a beacon back to base to PG rush, so why would he beacon before the bloody thing is finished.
And trying to keep track of who beacons and who doesn't is just going to confuse the commander in any case...
It removes a huge portion of the downside. Even leaving a single player behind to finish/protect a phase gate could make all the difference when the aliens are trying to thwart a hive assault by forcing a beacon. It also makes it much more difficult to bring down a marine forward base when they can mass reinforce without leaving it vulnerable at all. Finally it undermines the comm's authority by leaving it up to the judgment of individual marines to decide whether or not they really are needed back at base.