WTF 9 turrets in a room?
Linksys_Router
Join Date: 2012-04-11 Member: 150276Members
Join Date: 2012-04-11 Member: 150276Members
Comments
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
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.
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.
?????????
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.
He's trolling. Everyone has the same limit.
--Scythe--
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.
--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!
and a lerk bile boming
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).
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.
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.
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.
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).
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.
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!)
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