Cyst kills mines, thats unfair :(

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Comments

  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1914363:date=Mar 17 2012, 03:39 PM:name=Dusk)--><div class='quotetop'>QUOTE (Dusk @ Mar 17 2012, 03:39 PM) <a href="index.php?act=findpost&pid=1914363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If a commander wants to spam cysts with the purpose of killing mines i think that's great. It is a smart use and allows the commander to help his team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    and if players want to waste their pres absent-mindedly putting mines in garbage locations, they deserve what they get

    case closed.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2012
    Ignoring the issue of mine defusal, the way the alien comm can instantly spread infestation in bulk by dropping a ton of cysts in a line is a little strange. It's because the infestation spreads out from the cyst when it's dropped, and another cyst can be placed further out instantly before that process even finishes. I feel like it would make more sense from an immersion perspective if cysts could only be placed directly on infestation, and give them a larger radius to compensate. See creep tumors in SC2.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Dont place the mine on the ground.

    Alien commander can not place cysts on walls and ceilings
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    I'm always glad when marines get mines early, its much easier to deal with them than shotguns/adv weapons.

    But if the alien commander is able to waste res to clear mines then the marines are not putting enough pressure or putting mines down in horrible positions.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    +1
    My vote goes for mine deactivates but is not destroyed when infestation is covering it.

    And in the future I think that the infestation will be a bit more dynamic so it climbs up the walls as well, so I wouldn't resort on "don't place mines on the floor then!". That's only a temporary solution imo.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1915038:date=Mar 19 2012, 10:50 AM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Mar 19 2012, 10:50 AM) <a href="index.php?act=findpost&pid=1915038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1
    My vote goes for mine deactivates but is not destroyed when infestation is covering it.

    And in the future I think that the infestation will be a bit more dynamic so it climbs up the walls as well, so I wouldn't resort on "don't place mines on the floor then!". That's only a temporary solution imo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I also like the deactive part, but I think mines should be destroyed if they stay under the infestation for more than 20-60 sec. This would allow marines to save their mines if they are quick enough to take down the cyst. Also it would still be viable for commanders to bring cyst forward to disable mines for the aliens that are attacking.
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