please change the ARC and babblers?

deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
the arc is something that has been annoying me for quite a long time. Basically its a turret that fires through walls. But it looks kinda silly and just doesnt feel right. Everything else seems quite logical in NS2 but not this. So i suggest you change the way the ARC works but keep its purpose the same.

My suggestion? the ARC now acts as a sort of factory, it builds small spider like robots that then scutter from the arc to the target and explode. Simple idea that Fixes this annoying issue of believability and also it looks good. Currently the ARC kinda looks like it doenst work as intended but you just thoguht well we will jsut leave it like this and say it fires through walls.



1 last thing, babblers? will we still get them as an upgrade for the crag?

Comments

  • nUfl0wnUfl0w Join Date: 2005-02-25 Member: 42412Members
    1. nanites
    2. it uses sound afaik, so its a reasonable weapon. especially in a scifi scenario
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    ARCs are in a terrible place at the moment, just like sentries no commander ever gets them any more. This essentially robs the marine commander of 1/4th of all available tech points. (in terms of viability)

    Heck, I would even dare say most commanders currently just go quick PG tech, followed up either by arms lab (cheap enough anyway and marines tend to do well vs skulks even without upgrades now) or quick SG/GL or Proto

    Boring.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1981789:date=Sep 22 2012, 01:11 PM:name=nUfl0w)--><div class='quotetop'>QUOTE (nUfl0w @ Sep 22 2012, 01:11 PM) <a href="index.php?act=findpost&pid=1981789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. nanites
    2. it uses sound afaik, so its a reasonable weapon. especially in a scifi scenario<!--QuoteEnd--></div><!--QuoteEEnd-->


    Doesnt that mean its range through walls should actually be higher than its range through air?
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    <!--quoteo(post=1981790:date=Sep 22 2012, 05:15 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Sep 22 2012, 05:15 PM) <a href="index.php?act=findpost&pid=1981790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs are in a terrible place at the moment, just like sentries no commander ever gets them any more. This essentially robs the marine commander of 1/4th of all available tech points. (in terms of viability)

    Heck, I would even dare say most commanders currently just go quick PG tech, followed up either by arms lab (cheap enough anyway and marines tend to do well vs skulks even without upgrades now) or quick SG/GL or Proto

    Boring.<!--QuoteEnd--></div><!--QuoteEEnd-->


    i actually miss turrets from ns2, they were op but they added quite alot to the game. :(


    i think what ns2 needs aside from a buff for turrets is a large map with 6 tech points on it that promotes a longplay senario with enough wiggle room for both teams to reach the max tech.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    I am not in beta but I have been disappointed in the lack of forward base type scenarios I have seen that I remember fondly from NS1.

    I remember commanding in pubs, getting your one pro marine to sneak in and put up a phase gate near a hive, getting some more marines in there and setting up turrets and eventually seiging the hive the entire process of which could be very intense.

    I don't forsee how the marines will be able to win pubs without this kind of tactic available. Maybe it will evolve.
  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    <!--quoteo(post=1981821:date=Sep 22 2012, 08:28 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Sep 22 2012, 08:28 PM) <a href="index.php?act=findpost&pid=1981821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not in beta but I have been disappointed in the lack of forward base type scenarios I have seen that I remember fondly from NS1.

    I remember commanding in pubs, getting your one pro marine to sneak in and put up a phase gate near a hive, getting some more marines in there and setting up turrets and eventually seiging the hive the entire process of which could be very intense.

    I don't forsee how the marines will be able to win pubs without this kind of tactic available. Maybe it will evolve.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This happens. In fact, with the exception of very well executed jetpack attacks, it is the only way to take down an alien hive once there are Fades on the map. The smaller maps means its more likely that you'll have 2-3 marines set up a base since otherwise they'll get discovered and die.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=1981821:date=Sep 22 2012, 02:28 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Sep 22 2012, 02:28 PM) <a href="index.php?act=findpost&pid=1981821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not in beta but I have been disappointed in the lack of forward base type scenarios I have seen that I remember fondly from NS1.

    I remember commanding in pubs, getting your one pro marine to sneak in and put up a phase gate near a hive, getting some more marines in there and setting up turrets and eventually seiging the hive the entire process of which could be very intense.

    I don't forsee how the marines will be able to win pubs without this kind of tactic available. Maybe it will evolve.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Forwards bases for both marines and aliens happen in most games. Ninja phasegates also happen but are more rare now that the power pack has been removed.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Hm I just thought that was a thing of the past based on the other thread on here I was reading about turrets being useless now. Guess not quite useless! Damn I wish I had got on this board sooner!
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    edited September 2012
    <!--quoteo(post=1981826:date=Sep 22 2012, 02:41 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Sep 22 2012, 02:41 PM) <a href="index.php?act=findpost&pid=1981826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hm I just thought that was a thing of the past based on the other thread on here I was reading about turrets being useless now. Guess not quite useless! Damn I wish I had got on this board sooner!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Don't misunderstand. Turrets are useless at the moment. They pretty much die to one Bile Bomb and shoot marshmallows.

    Forward bases are pretty much defended by Marines and Mines.
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