Spam

[HEI] Spade[HEI] Spade Join Date: 2012-04-28 Member: 151223Members, Squad Five Blue
<div class="IPBDescription">just to sum up the ideas of all thepossible spams...</div>Some threads might have conclude that BUT:


Why don't you just keep a limit for the arcs (15 for example, it's a lot but prevents to make insane trains), and area limitations by rooms for turrets, whips, cysts, etc.

+ : no overall limitation of number of turrets on the map, depends on areas only.
will prevent HUGE drops of performances in some rooms
allow marines and aliens to take back a room not so easily but it is possible again (1)


- : limitation of freedom of gameplay (2) (*cough*)


(1): What do you do when you have 20 (not kidding) turrets in front of a 128" large door? you get an onos, 2 gorges, 2 shifts, a drifter and you take 20minutes to get those turrets... It's 20 more minutes wasted on a useless game!
(2): if you spam turrets it is obvious that you are a noob or you want to destroy the gameplay.

Comments

  • SkiTSkiT Join Date: 2012-05-22 Member: 152452Members
    edited June 2012
    Spam whips it's not better.. But i'm agree with you.
  • vupvup Join Date: 2007-10-28 Member: 62763Members
    you dont solve those problems by putting in some restrictions...!

    just compare to ns1. Turrets were okay, but a shotgun for 10 res was often more useful than a turret for 10 res. Also you had a certain limit because of turret factories (limited area where you could build turrets). So far that turret thing in ns2 seems to work because turrets still hit even with low fps (...) etc.

    Sieges in ns1 were limited because of space. It was simply not possible to often build more than 5 sieges in front of a hive with only one turretfactory. Most of the times you had only 3 because there are expensive too.

    Well for ns2 I see the problem that now, you can spend more res on arcs because you can use them everywhere on the map. At the same time they can be stacked too much.
    Arcs just drive into each other etc... That should be solved! If arcs couldnt do that anymore, or drive into walls, there would be less space, and less arcs could reach the hive.
  • FluttermingoFluttermingo Join Date: 2012-05-30 Member: 152732Members
    edited June 2012
    The problem is that after all of the research is complete there's nowhere to put resources other than Turrets or ARC's, then you get something like this:

    <img src="http://www.hostthenpost.com/uploads/6ffc291a4e91637f656aada592235a72.jpg" border="0" class="linked-image" />

    By the end of the game, the winning side (and occasionally the losing) is sitting on 300-500+ TRes with nothing to spend it on, so you get ARC trains and whip forests. Even if there were to be a cap on the ARCs, it would simply delay the inevitable as the ARCs are instantly rebuilt and sent off. The same with turrets, which can easily be built up and spammed everywhere what with all of the extra TRes.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    As stated in multiple threads, the "swimming in Tres" problem is alleviated by some tweaking of the economy.

    I think a possible arc train of doom fix is (also, as stated elsewhere) limiting the number of arcs to one arc per robot factory, and then making the individual arcs much more powerful.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    The current build has a great capacity for epic stalemates. This has been a problem on and off since NS1. Fix that and this problem goes away.

    <!--quoteo(post=1946262:date=Jun 24 2012, 08:48 PM:name=Fluttermingo)--><div class='quotetop'>QUOTE (Fluttermingo @ Jun 24 2012, 08:48 PM) <a href="index.php?act=findpost&pid=1946262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the end of the game, the winning side (and occasionally the losing) is sitting on 300-500+ TRes with nothing to spend it on, so you get ARC trains and whip forests.<!--QuoteEnd--></div><!--QuoteEEnd-->
    On the other hand, this is a really good point. Resource income is a flow while resource ependiture is a transaction. Cut it however you like but the only way to fix this is with resource expenditure flows. Perhaps some structures or units could consume resources over time. Unfortunately i can't see much changing in this area, especially this close to release. A major economic restructure could only come about through a successful mod at this point.
  • Angry Hillbilly 2Angry Hillbilly 2 Join Date: 2012-03-31 Member: 149741Members
    edited June 2012
    I appologise but with a thread titled "all the possible types of spam" i couldnt resist XD

    <a href="http://www.youtube.com/watch?v=anwy2MPT5RE" target="_blank">http://www.youtube.com/watch?v=anwy2MPT5RE</a>

    Egg and Spam,
    Egg Bacon and Spam,
    Egg Bacon Sausage and Spam,
    Spam Bacon Sauage and Spam,
    Spam Egg Spam Spam Sausage and Spam,
    Spam Spam Spam Egg and Spam,
    SPAM SPAM SPAM SPAM SPAM SPAM SPAM BAKED BEANS SPAM SPAM AND SPAM

    :P

    And on topic lol. UWE have said they do not want to limit Arcs due to it limiting gameplay and would only be a VERY VERY LAST resosrt balance. There is going to be a massive balance change in 211 to hopefully begin to fix the spam with possible deterants. Personally I think there should be a large health boost + bit of fire rate increse and make it much more expensive thus making it still effective in small numbers but spamming to point of rididculussness impossible (unless they have loaddds of res and basically are gonna win :P )
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