Cloak should counter Observatories, not the other way.

TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
edited November 2012 in NS2 General Discussion
If Marines want to see things, make them use a sensor sweep... and make it cost money. The completely passive motion sensor effectively counters silence and the completely passive area effect ALSO counters stealth? Am I the first one to realize that this means a single marine structure hard-counters the entire alien upgrade tree?

I hope you guys aren't ever wondering why everyone goes Shade last, and nobody really cares about it... because this is why.

Comments

  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2012
    <!--quoteo(post=2007020:date=Nov 2 2012, 02:30 PM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Nov 2 2012, 02:30 PM) <a href="index.php?act=findpost&pid=2007020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If Marines want to see things, make them use a sensor sweep... and make it cost money. The completely passive motion sensor effectively counters silence and the completely passive area effect ALSO counters stealth? Am I the first one to realize that this means a single marine structure hard-counters the entire alien upgrade tree?

    I hope you guys aren't ever wondering why everyone goes Shade last, and nobody really cares about it... because this is why.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Been that way in the series for years. Cloak is for ambushing and taking out people extending out from their base...not for attacking a base. Just have someone take out the observatory if you're wanting to do an assault-cloak style.

    Additionally, how would cloak directly counter an observatory (assuming that the obs doesn't detect cloak)? Motion tracking tracks motion, not visibility.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    <!--quoteo(post=2007033:date=Nov 2 2012, 07:38 PM:name=include)--><div class='quotetop'>QUOTE (include @ Nov 2 2012, 07:38 PM) <a href="index.php?act=findpost&pid=2007033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Been that way in the series for years. Cloak is for ambushing and taking out people extending out from their base...not for attacking a base.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yet Aliens are so underpowered with Cara / Celerity / Adren that by the time Shade enters the game, the whole ambush thing is a total non-issue, since even your bog-standard Marine can, by that point, survive half a dozen bites and still have plenty of time to gun you down.
  • PinoyCarterPinoyCarter Join Date: 2012-11-02 Member: 166201Members
    As said before...cloak isn't intended to be for the assault...you're going into our base(s)...those things are supposed to be somewhat secure no?

    Off topic, but I bet you have zero problems w/ the invisible rhino running down the hallway either.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    You might not realize that aliens actually get a similar power as an observatory. Cysts turn red when stepped on.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Removing the observatories ability to detect cloaked units not only goes against the other mechanics of the game (like commander scans uncloaking you) but it also makes having camouflage a complete upgrade with no downsides (other than you move slowly, but most cloaks are used for ambushing)
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    edited November 2012
    <!--quoteo(post=2007677:date=Nov 3 2012, 12:35 PM:name=Davil)--><div class='quotetop'>QUOTE (Davil @ Nov 3 2012, 12:35 PM) <a href="index.php?act=findpost&pid=2007677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You might not realize that aliens actually get a similar power as an observatory. Cysts turn red when stepped on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is that true? i hear marines all the time walking about and the cysts dont turn red on the minimap, only when they're killed.

    Also to add to the fact that shade is used last is not only because cara and cele are more useful... but camo you have to remain stationary to be invisibale and invis takes 5 secs of not moving to take effect.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=2007033:date=Nov 3 2012, 05:38 AM:name=include)--><div class='quotetop'>QUOTE (include @ Nov 3 2012, 05:38 AM) <a href="index.php?act=findpost&pid=2007033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Been that way in the series for years.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So was the belief that the world was flat, just because its been that way doesn't mean its right.
    Never be afraid of admitting your chosen path was wrong and completely change direction.


    I agree that shades should render the default motion tracking aspects of observatories ineffective.

    After all for the khamm to have gotten a shade near an observatory he has cysted all the way there. Its not like he can just easily plop them anywhere like a comm can.

    There has been a significant effort and time to get shades near enough that they will interfere with an obs.

    The only thing I think is that the marines need some sort of tell, perhaps the shade causes false sightings and never any real ones...so its only if the marines go checking the dots that they can work out that somethings stuffing with their obs.

    You have to make it so the marines have to do more than they do to realise there is a shade nearby (just listen to hear sloshing instead of walking sounds) and make the shade something useful instead of a gimmick.

    The only thing that should uncloak and reveal aliens is a physical "Ping" by the comm (at say a 1-2 res cost) by default I agree the shade should do more.

    If this mechanic changed to be in reverse we would see more shades I think silence is tempting enough and a stronger passive ability for shades would help encourage it more.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You might not realize that aliens actually get a similar power as an observatory. Cysts turn red when stepped on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No they don't. They appear red when the chain is broken.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    If 5 aliens can sneak into marine base and position themselves round a comm chair before all attacking at once, by the time the commander/players react the comm chair has been destroyed.

    We saw this in the early beta when to enable cloak the commander had to activate the shade, and it would cloak everything for around 30 seconds. You could move as fast as you liked during this time period.

    There are some NS2HD vids showing this on the web somewhere, so having cloak do this would be OP.

    What I do think cloak should do instead though is remove players from the minimap until they are shot, I think this would make the shade a more aggressive rather than defensive stance and players would be more inclined to get it first. Alone with silence it would be a great option, just as shift and crag seem very balanced currently.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    <!--quoteo(post=2007698:date=Nov 3 2012, 02:52 AM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Nov 3 2012, 02:52 AM) <a href="index.php?act=findpost&pid=2007698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Removing the observatories ability to detect cloaked units not only goes against the other mechanics of the game (like commander scans uncloaking you) but it also makes having camouflage a complete upgrade with no downsides (other than you move slowly, but most cloaks are used for ambushing)<!--QuoteEnd--></div><!--QuoteEEnd-->
    The point is that the Observatory has two passive effects: the first puts everyone on motion sensor, which negates silence. The second breaks stealth and puts them on motion sensor. The commander <i>doesn't even have to upgrade anything, it just does it</i>. This goes double for his commander ping, a completely free break-the-entire-shade-tree maneuver he can perform anywhere.

    This is literally a third of the entire alien tech tree rendered moot by a cheap, T1 structure that can be dumped anywhere. You don't even have to have power in the area you're sensor pinging.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    i totally disagree with the OP suggestions.


    however, i find the big white reticule around detected targets to be distracting and messes up my accuracy. i'd prefer if it just showed a red dot on the map, it's hard enough hitting a decent skulk player - doesn't need to be made harder by putting a big ring around it.

    not a huge deal, i guess i will learn to tolerate the white ring eventually.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    I think this could be fixed (not 100% but better then it is now) by lowering the range of the obs
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited November 2012
    <!--quoteo(post=2007041:date=Nov 2 2012, 07:41 PM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Nov 2 2012, 07:41 PM) <a href="index.php?act=findpost&pid=2007041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yet Aliens are so underpowered .... blah blah<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are you going to use this a reason for all suggestions ever?
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    <!--quoteo(post=2008926:date=Nov 4 2012, 01:18 AM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Nov 4 2012, 01:18 AM) <a href="index.php?act=findpost&pid=2008926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you going to use this a reason for all suggestions ever?<!--QuoteEnd--></div><!--QuoteEEnd-->

    i could be wrong, but i suspect he's a baddie and that's why he complains about balance so much.
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