Lets talk about Arcs.

antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
<div class="IPBDescription">Be honest.</div>This is something I never really though of until now, but I have played maybe 15 games of NS2 since the Exos were released, and I have not seen a single arc being built in that time.

I really feel that exos have replaced arcs overall in terms of a heavy duty base siege weapon.

So I ask the simple question, do you guys still find that people use arcs in NS2? Has their role been replaced? Macs most certainly have much more usage now. But it is nothing like NS1 where building siege turrets to take down hives and defending them was a common practice. I honestly can't think of a time where arcs have been game changing, now that we have exos.

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    I still see ARCs every now and then, but it is indeed rather rare. But let's wait until the massive EXO hype has calmed down a bit :)
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Asa comm, I dont get exo at all. Id far rather jetpack GL and a few arcs than exos. Its so much more efficent
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    I've tried to use arcs in 217, but it's the same problem as in 216: a half dozen bile bombs wipes them all out. Sentries are even worse. Usually I'd only go with arcs to break a stalemate where the aliens are particularly good against exos.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    ARCs are direct offensive weapons, not siege weapons. They attack in the exact same way a group of marines would, they just roll into the hive and start shooting stuff. ARCs do nothing out of the ordinary, and their role is better performed by many other alternatives.

    In my opinion, the damage of ARCs should be reduced to 1/5th of what it currently is, and their range should be doubled. They are meant to be siege weapons, used from distance against heavy fortifications which players cannot attack directly. The role of the player is to protect an encampment of arcs while they <b>slowly</b> eat away at alien defences.

    If you think back to NS1, the sieging of a hive could take as long as 5 minutes, during which the aliens applied constant pressure to the sieging outpost. Now the ARCs just roll directly into the hive room, deploy, shoot twice, and the hive is down.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    <!--quoteo(post=1971929:date=Sep 5 2012, 10:32 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 5 2012, 10:32 AM) <a href="index.php?act=findpost&pid=1971929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs are direct offensive weapons, not siege weapons. They attack in the exact same way a group of marines would, they just roll into the hive and start shooting stuff. ARCs do nothing out of the ordinary, and their role is better performed by many other alternatives.

    In my opinion, the damage of ARCs should be reduced to 1/5th of what it currently is, and their range should be doubled. They are meant to be siege weapons, used from distance against heavy fortifications which players cannot attack directly. The role of the player is to protect an encampment of arcs while they <b>slowly</b> eat away at alien defences.

    If you think back to NS1, the sieging of a hive could take as long as 5 minutes, during which the aliens applied constant pressure to the sieging outpost. Now the ARCs just roll directly into the hive room, deploy, shoot twice, and the hive is down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Couldn't agree more.
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    Arcs will make a comeback when mac welding and hit points are nerfed. Right now robos are better used to build 10 macs then arcs. With the auto weld feature and the huge amount of hit points make groups of macs almost impossible to kill unless you bile bomb them and exos with macs are way way too good.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1971929:date=Sep 5 2012, 10:32 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 5 2012, 10:32 AM) <a href="index.php?act=findpost&pid=1971929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs are direct offensive weapons, not siege weapons. They attack in the exact same way a group of marines would, they just roll into the hive and start shooting stuff. ARCs do nothing out of the ordinary, and their role is better performed by many other alternatives.

    In my opinion, the damage of ARCs should be reduced to 1/5th of what it currently is, and their range should be doubled. They are meant to be siege weapons, used from distance against heavy fortifications which players cannot attack directly. The role of the player is to protect an encampment of arcs while they <b>slowly</b> eat away at alien defences.

    If you think back to NS1, the sieging of a hive could take as long as 5 minutes, during which the aliens applied constant pressure to the sieging outpost. Now the ARCs just roll directly into the hive room, deploy, shoot twice, and the hive is down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's true, I've always been struck by how short the supposed siege weapons' range is.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ARCs have been repeatedly nerfed to reduce the 'ARC train' issue we had in previous builds. The problem is that they are now far less worthwhile than other methods at taking down hives/bases. Personally, I'd like to see their health/damage/speed bumped up again, but then have some type of cap so that you can't make ARC trains.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    The problem with ARCs was that they were trying to take the roll Exo's was supposed to fill before they went live - which led to all sorts of crazyness.. Now thats not a problem anymore and the ARC really has to be retweaked to find its own place in this game - and i agree that they should make it low-damage high-range for real sieges.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    the problem with ARCs is that they are a giant hassle. Moving them through a map is a huge chore. Guarding them is a chore. Added to this is the fact that they are way too expensive, and not more effective then shotguns / gls and you get an idea of why they arn't used.

    Cost break down:
    robo+adv robo = 40 res -- this is the almost the same amount of res as AA + gl. It also takes a fair amount of time
    Each ARC is 20 res! You need at least 3 to have anything approaching a useful force, sooo

    100 res for 3 arcs, plus the build time, plus the travel time = why bother?

    I'd like to see ARCs as something commanders could drop in the field, and then marines need to build (like a structure) that way at least we wouldn't be as much of a hassle.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Since the physx update in 217 the AI pathing of the game seems rather unreliable. I tried to use ARCs in a game on summit and they just died because they got stuck in bad pathing in Ventilation and couldn't retreat.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    I feel like ARCs can still be very viable. It's just a novelty thing with Exosuits atm.

    The only issue is pathing like rant said imo.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1972083:date=Sep 5 2012, 02:39 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Sep 5 2012, 02:39 PM) <a href="index.php?act=findpost&pid=1972083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs have been repeatedly nerfed to reduce the 'ARC train' issue we had in previous builds. The problem is that they are now far less worthwhile than other methods at taking down hives/bases. Personally, I'd like to see their health/damage/speed bumped up again, but then have some type of cap so that you can't make ARC trains.<!--QuoteEnd--></div><!--QuoteEEnd-->

    actually i prefer what imbalanxd posted, so quite the opposite. i also miss that "build and hold your siege outpost" feeling from ns1
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    If you increase ARC range you will run into some problems on several maps, games will devolve/be encouraged to pump enough arcs so you can turtle, out-damage the enemy healing, and kill the hive from halfway across the map. That doesn't sound particularly engaging..
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited September 2012
    <!--quoteo(post=1972147:date=Sep 5 2012, 04:06 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Sep 5 2012, 04:06 PM) <a href="index.php?act=findpost&pid=1972147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->actually i prefer what imbalanxd posted, so quite the opposite. i also miss that "build and hold your siege outpost" feeling from ns1<!--QuoteEnd--></div><!--QuoteEEnd-->

    An idea to retain the mobility of the arc while also adding a "build and hold" aspect would be to add a 5 second marine deploy timer to the arc.

    For example, the commander would move the arc into range and then a marine would would E to "build" the arc into it's deploy phase. Then it would fire normally. The commander can still undeploy and retreat. This fixes the entire arc train problem because it requires marines to secure the area around the arcs for long enough to deploy them. It also eloquently limits the effectiveness of huge numbers of arcs. If you have 10 arcs, you probably won't be able to deploy all of them in a reasonable time frame. Thus, smaller parties of 2-4 arcs are just as effective.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    <!--quoteo(post=1972147:date=Sep 5 2012, 11:06 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Sep 5 2012, 11:06 PM) <a href="index.php?act=findpost&pid=1972147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->actually i prefer what imbalanxd posted, so quite the opposite. i also miss that "build and hold your siege outpost" feeling from ns1<!--QuoteEnd--></div><!--QuoteEEnd-->

    Give ARCs a bit more range and nerf their damage, Hive rooms in NS2 seem to go down in like 3 volleys from handfull of arcs.
    Perhaps give hives a bit more health or armor as well, I've seen a few games where 2 marines snuck into a hive and nearly brought it down.
    You never saw that in NS1, not even if 2 shotgun marines snuck in.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited September 2012
    I really agree with Imbalanxd on this.

    Possible solutions could be as simple as.

    - Reduce arc damage
    - Greatly increase arc range
    - Put a cap on the maximum number of arcs
    - Increase time to siege / unsiege
    - perhaps increase health / cost accordingly


    As imbalanxd stated, the range is too low to feel like a siege weapon, the damage is too high to really have to defend them for long periods of time, and their unlimited numbers can break them in late late game. The whole premise of NS1 siege was to set up base outside the hive, and siege it down while defending, it was a valid strategy and lead to interesting attack/defend gameplay. The current arc just cannot do this role at the moment.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Most people dont realize that the arcs range is actually quite large already, increasing it any more would cause so many problems on many maps with sieging hives being possible from 5 rooms away (already possible in some spots which are not very known). It is arguably comperable to the NS1 siege range. The biggest problem with arcs is the long shot charge time requiring constant los (so constant 3 res scans), relatively low hp when deployed and higherish cost. These were implemented to reduce trains of arcs late game where there was no other tres sinks, which arguably is fixed with tres weapon/equip drops (not that that doesnt have its own problems).
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited September 2012
    As long as grenade launchers are as effective as they currently are, ARCs will also never be needed. Sorry but who needs to siege out fortifications when two grenades in means every structure in a large AOE goes down. Furthermore, as long as jetpacks fly around hives without anything to stop them, ARCs will not be needed.

    In NS1, there were rooms which marines, regardless of what they were outfitted with, simply could not go into. It was also common for sieging out a hive room to be more cost effective than kitting everyone out in jetpacks or heavies. That simply is not the case anymore. ARCs are antiques from a bygone age in my opinion.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    <!--quoteo(post=1972083:date=Sep 6 2012, 04:39 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Sep 6 2012, 04:39 AM) <a href="index.php?act=findpost&pid=1972083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs have been repeatedly nerfed to reduce the 'ARC train' issue we had in previous builds. The problem is that they are now far less worthwhile than other methods at taking down hives/bases. Personally, I'd like to see their health/damage/speed bumped up again, but then have some type of cap so that you can't make ARC trains.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So much player ability and playability is being *NERFED*!
  • GrohmiGrohmi Join Date: 2012-08-10 Member: 155216Members
    disagree! Arcs are really important, i think many people dont use it now that often because the exos are new, but a good comm will build arcs, because they are really powerful
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    One pretty major disadvantage an ARC has over the old school Siege Turret is that it has to travel to the target destination first.

    How about letting commanders drop pre-deployed ARCs as ghost structures that need to be built, similar to a turret? You can drop them where you need them, and then move them later.

    Heck, while we're on this topic... Why not have ARCs and sentries both become "undeployable structures". Eg you build them where you need them, and can later choose to relocate them if desired. Only deployable in powered areas, automatically undeploys when power goes out.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited September 2012
    I don't think ARCs should even try to compete with exo or grenade launcher (or FT *laugh*). The exo has taken the ARCs role of heavy assault to end games. No complaints here really. I always disliked how ARC, NPC units, were the ones that finished games. Thats the players jobs. ARCs need a totally different role.

    ARCs should be the anvil to push the attack forward (like armories) and not the hammer... players are the hammer. Arcs should act like actual siege units. Slowly widdling away at alien strongholds from a distance, and force aliens to either respond in the marines terms or leave gorges in permanent heal mode to counter the arcs damage. ARCs tie down aliens, but shouldn't devastate them. They keep aliens off balance, to allow marine players to topple them.

    With that in mind, lower damage significantly and give them longer range. If marines can arc aliens 5 rooms away, that is not exactly a bad thing. Of course the numbers will get tweaked, but a long range siege is the point. Since ARCs are doing significantly reduced damage, the aliens will have more than enough time to respond with something. Buildings getting damaged won't get destroy within seconds. Plus the scanning needed for the arcs to target will get expensive in the long run. Shades can slow down the process by countering the scans with ink cloud, not to mention crag healing and gorges. With the longer range, their travel time will be less of an issue since they don't have to roll up right next to dangerous alien territory. Hell you might actually see aliens put down more support structures, and less fade eggs.

    I think we should try it.
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