Multiple Arms Labs .. why not multiple carapace shells etc.?
Balmark
Join Date: 2002-11-01 Member: 3476Members, Constellation, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Shadow
As the topic suggests ..
Why is the Alien commander stopped from dropping multiples of the same upgrade in different locations?
The only options to protect your upgrades are to clog them if you can get your team to .. and one gorge can't clog more than 2 really.. or spread them around in unusual positions so they don't all go at once .. or drop a shift next to them so you can move them.. all seem horrible options... if Marine commander wants, he can drop as many Arms Labs as he wants :/
/Bal
Why is the Alien commander stopped from dropping multiples of the same upgrade in different locations?
The only options to protect your upgrades are to clog them if you can get your team to .. and one gorge can't clog more than 2 really.. or spread them around in unusual positions so they don't all go at once .. or drop a shift next to them so you can move them.. all seem horrible options... if Marine commander wants, he can drop as many Arms Labs as he wants :/
/Bal
Comments
Why is the Alien commander stopped from dropping multiples of the same upgrade in different locations?
The only options to protect your upgrades are to clog them if you can get your team to .. and one gorge can't clog more than 2 really.. or spread them around in unusual positions so they don't all go at once .. or drop a shift next to them so you can move them.. all seem horrible options... if Marine commander wants, he can drop as many Arms Labs as he wants :/
/Bal<!--QuoteEnd--></div><!--QuoteEEnd-->
It costs a button of time and resources to make a single one, just hope no single marines just waltzes into your first hive and takes them out.
on mineshaft I place one on the upper and one on the lower level of sorting.
one in north tunnels and one or to in cave
later one or two in deposit.
I got some nice places in docking, too
on summit and tram it is more difficult to hide them.
but didnt they change it so you can have multiple upgrades?
i.e. it is already possible.... still a bad idea though because of the cost. drop another when you lose it - not 'just incase you lose it'. otherwise you might as well drop 4-5 of them to be on the safer side.
because this is how the marines work. they want the aliens to work in a manner that is dissimilar to them. get smart about where you put your upgrades, and defend them. it's not overly hard: go gorge, drop hydras nearby, cover them in clogs, throw a crag down nearby, a shade when you get it and a whip if you've got enough res. Is it some work to defend them? Yes. Do you need to *gasp* get out of the Hive sometimes? Yes. Are they defendable? Yes.
I haven't lost an upgrade so far to ninjas this way; the only way my upgrades go down is when the hive is destroyed.
The hydras, and you as a healspraying gorge, also helps in general defence around the hive as well. Pretty good all and all.
Yes, I understand this .. but the Aliens in NS1 were able to do this :P drop multiple chambers .. it's uncanny they've de-evolved :P
I know they can be defended to some extent .. but I'd still like the ability to put in some redundancy :P if it's saying as it is, which it will no doubt, I don't mind.. it's just annoying .. best you can do if it's under attack and WILL die, is have a spare shell standing by and hope that the ability dies before it's controlling hive does so you can try get it back
Build your shift upgrades in your crag hive area, build your crag upgrades in your shade area, build your shade upgrades in your shift area. If you lose a hive/base, you still can rebuild the upgrades lost.
Simple, effective, yet strangely underutilized.
Build your shift upgrades in your crag hive area, build your crag upgrades in your shade area, build your shade upgrades in your shift area. If you lose a hive/base, you still can rebuild the upgrades lost.
Simple, effective, yet strangely underutilized.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or you can just not increase your risk by having something valuable to kill at every hive location.
So whilst i wouldn't recommend doubling up on everything, one or two double structures is fine for the extra careful alien com.
Hello spambot, enjoy your soon to be ban.
So whilst i wouldn't recommend doubling up on everything, one or two double structures is fine for the extra careful alien com.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd argue it's forgivable, but not "fine". It's a waste of res on something that more often than not will not do anything beneficial to you in any way shape or form. In a competitive game you should never invest in something that doesn't substantially add to your advantage. That extra upgrade chamber could have been a lerk egg, and that lerk could have been the lerk that would kill the marine's power node. At very least you know the lerk will have more HP than a skulk, more offensive abilities, and directly increase the hassle the opposing team has to deal with. If you could afford the extra upgrade chamber, you could afford the lerk egg instead, and that means you can probably spend your res on something more useful, like a more expanded cyst network, or a field craig base, or a couple whips in a position the marines will be moving into soon.
It usually doesn't hurt you that much to respond to losing an upgrade chamber, but a good chunk of the time you don't even have to account for that eventuality either way.
Waiting for someone to tell me they've changed it in the last 2 builds so I can put my foot in my mouth...
rtff
/thread
2. Hop into onos egg
3. Hop back into hive
I actually did this once on mineshaft, when trying to push the marines out of Operations / Repair. Some guy kept going after my stuff in Cave - he got a nasty surprise when an onos popped out of the hive and roflstomped him. They tried going after Cavern RT next - surprise onos buttsecks.
2. Hop into onos egg
3. Hop back into hive
I actually did this once on mineshaft, when trying to push the marines out of Operations / Repair. Some guy kept going after my stuff in Cave - he got a nasty surprise when an onos popped out of the hive and roflstomped him. They tried going after Cavern RT next - surprise onos buttsecks.<!--QuoteEnd--></div><!--QuoteEEnd-->
unless you are swimming in resources it is likely wiser to drop a mist and go onos on your pres i would think. otherwise that onos egg could be out on the map hiting marines like an onos should, instead of siting in the hive waiting for random guy. Though i guess if random guy keeps succeeding and your team fails to respond to it it could be cheaper than constantly replacing your upgrades.
Each chair would only be capable of supporting two bonuses, either +1 Weapon/+1 Armor, +2 Weapons, or +2 Armor. Voila, you have now eliminated like 95% of the Marine balance issues.
Each chair would only be capable of supporting two bonuses, either +1 Weapon/+1 Armor, +2 Weapons, or +2 Armor. Voila, you have now eliminated like 95% of the Marine balance issues.<!--QuoteEnd--></div><!--QuoteEEnd-->
Although aliens are at an advantage at the moment, I support this.
Aliens on 1 hive are severely disadvantaged. It would even things out a bit if marines are too. At the moment, all they lose is exosuit and jetpack.
Despite the fact that it reduces the chance of a come-from-behind victory, if aliens don't get a near-equal opportunity to turn the tables, than this part of gameplay is imbalanced. Aliens need that 2nd hive. Marines can do without as long as they have enough resources, and losing a tech point just isn't as big a blow as it is to the alien team (who arguably have less ability to defend it due to limited map mobility compared to marines phase gate and beacon).
Basically the marine team will monotonously grow stronger over time, while aliens are having to endure major setbacks and constantly deal with the threat of losing their tech. The only thing you can take away from the marines on a consistent basis is exo/jp by taking down the 3rd CS. Granted that's a big and often decisive blow. But the rest of their tech is pretty much guaranteed, as the armslab and AA are hard to take down, can become redundant and are quickly rebuilt.
Not sure it's something that needs to be addressed, and I hope Gorge Tunnel will alleviate this a bit.
Yeah, but it often can be strategically bad.
or if you're not a complete noob you'll get out of your hive and kill the marine instead of watching him slowing killing all upgrades one axe swing at a time
Especially if you've got a few res nodes, only 2 {edit: even more so if you have 3 hives but are going to lose one) hives and your meatwagons are currently evolved and attacking for new territory, put a shade in a backwater location with an extra cara and/or cele.
Helps if marines take down a hive when you suspect they cannot hold / have overstreched supply lines (too many phase gates) / have lost momentum or most importantly: Are not aware of any of the 3 above.
We were swimming in resources because we had everything locked down except Repair and Operations, and by locked down I mean the threat of onos invasion from Gap and Water Pumps. If they left their base en masse, that base would vanish within 30 seconds or less. They had the occasional hero marine sneaking into Cave and Crusher looking for upgrades.
And yes, I was dropping onos eggs. The thing is, our onoses were smart enough not to die.
I actually had an onos egg dropped in Sorting and it SAT there for a good 5 mins even though I told people that it was available to anybody who wanted one. I eventually took it myself, and ran down to Cave and jumped into the hive there.
I don't remember if pRes accumulates when you're in the hive/CC...I honestly don't notice as I'm too busy doing other things. Does pRes accumulate as you command?