WTF 9 turrets in a room?

Linksys_RouterLinksys_Router Join Date: 2012-04-11 Member: 150276Members
<div class="IPBDescription">I thought there was a limit of 4?</div>Things are getting out of hand for turtling marines.

<img src="http://i.imgur.com/unquO.jpg" border="0" class="linked-image" />

Comments

  • EarthEarth Join Date: 2009-07-23 Member: 68243Members
    Probably had a lot of Black armor guys, its a part of the deal.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>Linksys_Router:</b></u>

    Turrets are terrible. . .
    That is also a room that you can shoot bile bombs onto the comm chair from the glass cross window

    You might actually see the comm chair location get moved on that map if they can't fix it

    Back to the thread though I think you'll find that even a small group of Onos could run in and burn down the chair rather quickly

    If you guys own the map that's GG right there; no need to worry about anything else in the room
  • RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
    There is no limit of 4; most of the servers use a mod that limits it to 4.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Most servers don't limit it AFAIK. (I suppose 4 - 5 is an acceptable number for the time being)
  • World ConstructWorld Construct Join Date: 2012-03-29 Member: 149616Members
    If for no other reason but this, the turrets need to be limited temporarily so that the servers don't crash and it's actually possible to navigate the Marine base as an alien or marine.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Yes, though same thing applies to hydras (hardcap per team rather than per player would be the best way to go about keeping them in check)
  • World ConstructWorld Construct Join Date: 2012-03-29 Member: 149616Members
    edited April 2012
    <!--quoteo(post=1932046:date=Apr 30 2012, 08:09 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 30 2012, 08:09 PM) <a href="index.php?act=findpost&pid=1932046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, though same thing applies to hydras (hardcap per team rather than per player would be the best way to go about keeping them in check)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Anything that makes it possible to observe and play the game for the time being is okay in my opinion. It would be funny if I had been in one game where end-game sentry turtling had caused it to crash. As it is I have been in several, and it gets less amusing every time. If hydras have the same issues, the servers need a hard-coded limit on each structure so that they don't crash. This could always be removed after optimization.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited April 2012
    <!--quoteo(post=1932046:date=Apr 30 2012, 06:09 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 30 2012, 06:09 PM) <a href="index.php?act=findpost&pid=1932046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, though same thing applies to hydras (hardcap per team rather than per player would be the best way to go about keeping them in check)<!--QuoteEnd--></div><!--QuoteEEnd-->
    A team wide cap would need to based on the number of players.
    Lets say its a 8 hydra hard cap. That might be fine in a 6v6, but lacking in a 12v12.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1932035:date=May 1 2012, 12:50 AM:name=Earth)--><div class='quotetop'>QUOTE (Earth @ May 1 2012, 12:50 AM) <a href="index.php?act=findpost&pid=1932035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably had a lot of Black armor guys, its a part of the deal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ?????????
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited May 2012
    er what. Only 9??! :p

    Seriously though, needing to have caps on specific structures only highlights the problem your trying to hide. Specific capping to balance points to pretty lame design imo.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1932118:date=May 1 2012, 04:44 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ May 1 2012, 04:44 PM) <a href="index.php?act=findpost&pid=1932118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->?????????<!--QuoteEnd--></div><!--QuoteEEnd-->

    He's trolling. Everyone has the same limit.

    --Scythe--
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Scythe is covering up, he also has black armor.
  • Linksys_RouterLinksys_Router Join Date: 2012-04-11 Member: 150276Members
    <!--quoteo(post=1932037:date=Apr 30 2012, 06:53 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Apr 30 2012, 06:53 PM) <a href="index.php?act=findpost&pid=1932037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>Linksys_Router:</b></u>

    Turrets are terrible. . .
    That is also a room that you can shoot bile bombs onto the comm chair from the glass cross window

    You might actually see the comm chair location get moved on that map if they can't fix it

    Back to the thread though I think you'll find that even a small group of Onos could run in and burn down the chair rather quickly

    If you guys own the map that's GG right there; no need to worry about anything else in the room<!--QuoteEnd--></div><!--QuoteEEnd-->


    Haha I ended up quitting that game as my team mates didn't understand teamwork. 6 gorges and 2 onos.
  • Linksys_RouterLinksys_Router Join Date: 2012-04-11 Member: 150276Members
    <!--quoteo(post=1932123:date=May 1 2012, 02:25 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ May 1 2012, 02:25 AM) <a href="index.php?act=findpost&pid=1932123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He's trolling. Everyone has the same limit.

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1932162:date=May 1 2012, 05:15 AM:name=player)--><div class='quotetop'>QUOTE (player @ May 1 2012, 05:15 AM) <a href="index.php?act=findpost&pid=1932162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Scythe is covering up, he also has black armor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahhh, I think I only get two turrets from my light pink armor!
  • twostrokertwostroker Join Date: 2012-02-09 Member: 144573Members
    whats the problem 2 onos taking out power node

    and a lerk bile boming
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo(post=1932122:date=May 1 2012, 02:25 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ May 1 2012, 02:25 AM) <a href="index.php?act=findpost&pid=1932122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->er what. Only 9??! :p

    Seriously though, needing to have caps on specific structures only highlights the problem your trying to hide. Specific capping to balance points to pretty lame design imo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I suspect that new alien abilities (3rd hive or further augmentation?) will help against turret spam. I hope so anyway. At the moment if you have enough turrets you can turtle in base till you have an unstoppable arc train. The game needs to be balanced such that these type of tactics are discouraged in competitive play. Kinda like how in ns1, turrets served their purpose, but a better team could counter it by employing a more aggressive strategy and turrets more or less became a waste of resources apart (better spent on shotguns, mines and upgrades) from in late game siege situations. If they play a similar role to ns1 in ns2, people can spam as many turrets as they please (imposing a cap is lame), but will pay the price if the alien team knows how to play properly.

    Movement chambers might help. If there's an adrenaline evolution then onoses will be able to expend more energy stomping the turrets (will also help against arc trains).
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Lerk bilebombing doesn't do much vs sentryfarm, certainly not with the recent speed nerf. Several onos rushing the powernode are your best bet. But yea, lategame NS 2 is all cheese.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo(post=1932196:date=May 1 2012, 07:33 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ May 1 2012, 07:33 AM) <a href="index.php?act=findpost&pid=1932196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk bilebombing doesn't do much vs sentryfarm, certainly not with the recent speed nerf. Several onos rushing the powernode are your best bet. But yea, lategame NS 2 is all cheese.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Best bet is several onos in combination with massive amounts of whips, with maybe one gorge healing. The whips act as damage sponges while the onoses take down the power. That's the most effective way I've seen huge sentry spam countered anyway. Aliens gotta be coordinated though and have a lot of res to spend on whips.

    Lerk bilebombing is a solid tactic, but there reaches a point where there's too many turrets for them to even get a single bile bomb off.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1932039:date=Apr 30 2012, 04:53 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Apr 30 2012, 04:53 PM) <a href="index.php?act=findpost&pid=1932039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What server?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is/was a mod on some servers that limited the number of sentries to something like 2 or 3 per powernode. If you're ever on a server and unable to drop a sentry in a legitimate location, its likely due to a server-side sentry limit mod.
  • Linksys_RouterLinksys_Router Join Date: 2012-04-11 Member: 150276Members
    <!--quoteo(post=1932337:date=May 1 2012, 03:00 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ May 1 2012, 03:00 PM) <a href="index.php?act=findpost&pid=1932337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is/was a mod on some servers that limited the number of sentries to something like 2 or 3 per powernode. If you're ever on a server and unable to drop a sentry in a legitimate location, its likely due to a server-side sentry limit mod.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's funny I have never run into a server not running this mod, at least when I was coming. I was shocked no I was flabbergasted when I saw 9 turrets in one room.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    We've fixed how lerk spores affect turrets in the new build. They confuse the heck out of sentries now.

    So if there are lots of sentries in a room and a semi-coordinated alien team with a lerk comes upon them...there will be lots of dead sentries in that room (assuming marines don't fight back).
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited May 2012
    Thing is though, sentryspam is often the marine way of dealing with multiple BB lerks. Nerf that, without properly addressing BB first (Just nerfing the AOE for example would be a start, so they require more skill to land) and you'll have yourself a GG everytime augmentation ships.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2012
    Thats one way to make ppl use flamethrowers , try to force the marine team to use it step by step. (remember, flames counter spores since this patch)

    But okay to be fair, you might not need a flamethrower when performance doesnt drop into regions while bb rushes, so you are unable to aim properly (fps drops < 20fps even for ppl with 4.5ghz monsters servers and client machines) to kill the lerks in time even if your full team is in the room.
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited May 2012
    So ... Lerks bile bomb. Marines build Sentries as a counter. Lerks uses spores to confuse Sentries, and continue to bile bomb. Marines builds more Sentries, research flamethrower and stays in base to burn the spores with the flamethrowers. Oh, and the most effective way to end this stalemate is for the Aliens to rush in with a silly amount of Whips to soak up damage so Onos can destroy Power Node? Server crashes, anyone? Why not just stamp <a href="http://www.proshieldsafetysigns.co.uk/signs/59730_signs.jpg" target="_blank">this</a> on the NS2 server? :) For legal reasons at least.

    What's needed is a structure limit. Perhaps linked to the Power Nodes. A Power Node can power X amount of buildings and specifically Sentries uses a huge amount of power. <strike>Oh, and as mentioned above; reducing the AoE so it takes more skill to bile bomb is a good idea.</strike> (EDIT: Weee!)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Here is a screenshot with 40 Sentries in a room. Now that is a farm!

    <a href="http://imageshack.us/photo/my-images/546/ns22012050313223892.jpg/" target="_blank"><img src="http://img546.imageshack.us/img546/6520/ns22012050313223892.jpg" border="0" class="linked-image" /></a>
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