<!--quoteo(post=2050594:date=Dec 24 2012, 11:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 11:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't want the game to block marines from all vents. The issue is that some vents which look like the mapper didn't intend for marines to get into can be gotten into because of physics quirks, the vent between skylights and overlooks on Veil is an obvious culprit.
<!--quoteo(post=2050594:date=Dec 24 2012, 06:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 06:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd--> plsgo
Some maps there are few vents marines cant get in, I dont mind them being able to get into occasional vent but vents for the most part should be alien domain up until JP's.
The fact on tram marines can get into crawlspace behind repair is one such problem...and I am not talking as result of boosts.
More vents should be alien only than currently is.
<!--quoteo(post=2050594:date=Dec 24 2012, 10:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 10:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd--> Then tell the damn aliens to stop turtling in them constantly with Regen Lerks.
Vents also have some nice extra ceiling sections aliens can climb up into to hide while in vents in Marines do come in, and if you position right you the Marine will walk up to you point blank, then its lunch time for the Aliens. Also most vents have multiple entrances so you can flank a Marine in a vent fairly easily.
<!--quoteo(post=2050598:date=Dec 24 2012, 05:26 AM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Dec 24 2012, 05:26 AM) <a href="index.php?act=findpost&pid=2050598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's hilarious and adds tactical nuance to the game. It stays.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I'm all for anything that increases the amount of shenanigans that can be had - which is partly why I wish you could still relocate.
I kinda wish that aliens had the natural advantage in vents though. It seems counter intuitive that marines do (due to the fact it's very difficult to miss and aliens have very limited ability to dodge in vents).
<!--quoteo(post=2050604:date=Dec 24 2012, 05:36 AM:name=Emoo)--><div class='quotetop'>QUOTE (Emoo @ Dec 24 2012, 05:36 AM) <a href="index.php?act=findpost&pid=2050604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't want the game to block marines from all vents. The issue is that some vents which look like the mapper didn't intend for marines to get into can be gotten into because of physics quirks, the vent between skylights and overlooks on Veil is an obvious culprit.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the mapper is actually very aware of that, and whereas I doubt it was intentional to begin with, has stated he wants to leave it as it is. I could be wrong however, so take that with a grain of salt unless somebody confirms, as I don't want to contribute to any misinformation here.
<!--quoteo(post=2050594:date=Dec 24 2012, 05:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 05:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL this is <a href="http://www.youtube.com/watch?v=hu57oIv8SLM" target="_blank">LUDICROUS!!</a> THIS IS <a href="http://www.youtube.com/watch?v=aZcykZBZKJw" target="_blank">MADNESS!!!</a>
THIS IS <a href="http://www.youtube.com/watch?v=KDRAhiBtOrQ" target="_blank">SPARTA!!</a>
<!--quoteo(post=2050594:date=Dec 24 2012, 05:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 05:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd-->
But that's the only way. We'll move in pairs. We'll go step by step and cut off every bulkhead and every vent until we have it cornered. And then we'll blow it the ###### out into space! Isn't that acceptable to you?
Vents are OP. As a marine, I never take junction to reach C12. I always use vent. It's much safer, faster and not many are expecting this. When I want to head for cargo hive, I take the underground path through system waypoint - it's usually heavily guarded, as it provides ways to 2 techpoints and nano.
If I'm playing rambo and I see any lifeform and it's potentially dangerous to me - I hop into the vent (some stairs and good for this too). Skulks got no chance in vent, fades and lerks might have much bigger problems killing me there as well, and onos... I just shoot him from there and spam taunt, there's nothing onos can do.
I bypassed tons of whips without giving away my position.
It's all fun and games until you get jetpacks. Then you can do really ridiculous stuff, like chasing lerks and skulks into the vents, bombarding nano or cargo from those north vents.
Marines does not even look like they could fit those. Yet, they are much more comfortable in vents. Camo gives no advantage in vents, there is nowhere you can hide, when just one straight shot will reveal you.
I like marines in vents. I do however think some vents should be fixed, so that its entirely impossible to get into them without a jetpack. The reason being how these are impossible to get out of without one. Most of those require that you start climbing on buildings to get into them though.
I think it's funny. Nothing like sneaking up behind one and chomping on them. Especially if there is camo. But marines need all the help they can get so I do not mind. It allows for some interesting ninja marine tactics. Nothing like being on aliens and having marines ninja through vents and build a phase in your main hive while the action is going on somewhere else.
AngeluszHarmonic entropistJoin Date: 2003-07-10Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
<!--coloro:orange--><span style="color:orange"><!--/coloro--><sup>* Stay on topic. I don't want to see any more "downvote", "you're drunk" or any other off-topic mess. Come up with arguments. *<!--colorc--></span><!--/colorc--></sup>
<!--quoteo(post=2050627:date=Dec 24 2012, 06:52 AM:name=d0ped0g)--><div class='quotetop'>QUOTE (d0ped0g @ Dec 24 2012, 06:52 AM) <a href="index.php?act=findpost&pid=2050627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the mapper is actually very aware of that, and whereas I doubt it was intentional to begin with, has stated he wants to leave it as it is. I could be wrong however, so take that with a grain of salt unless somebody confirms, as I don't want to contribute to any misinformation here.<!--QuoteEnd--></div><!--QuoteEEnd--> If it is in fact the mapper's intent for marines to be able to get into the Skylights <-> Overlook vent without jetpacks, a ladder should be added so that this is an obvious room mechanic everyone is aware of / can anticipate as opposed to something seemingly unintended.
<!--quoteo(post=2050594:date=Dec 24 2012, 04:19 AM:name=xen32)--><div class='quotetop'>QUOTE (xen32 @ Dec 24 2012, 04:19 AM) <a href="index.php?act=findpost&pid=2050594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is ridiculous and should not be allowed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fine as is, it's a clever tactic. Please don't be upset when you die this way.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
Should marines be able to go in vents? Of course. Should some vents be harder to get into or out of reach for a lone marine? Of course, that's where marine boosting comes in.
Most of the marine in vent complaints stem from lone marines being able to access the two northernmost vents in veil right at the start of the game.
Remove the physics ramp in skylight, move the powernode or vent access in topo, and raise the vent access in the hallway south of topo.
<!--quoteo(post=2050694:date=Dec 24 2012, 03:47 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Dec 24 2012, 03:47 PM) <a href="index.php?act=findpost&pid=2050694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should marines be able to go in vents? Of course. Should some vents be harder to get into or out of reach for a lone marine? Of course, that's where marine boosting comes in.
Most of the marine in vent complaints stem from lone marines being able to access the two northernmost vents in veil right at the start of the game.
Remove the physics ramp in skylight, move the powernode or vent access in topo, and raise the vent access in the hallway south of topo.<!--QuoteEnd--></div><!--QuoteEEnd-->
You'd need to adjust the skylights vent itself then as it lets Aliens simply hide round the corner out of most fire so lets lerks become a real pain in the rear as they can just move slightly to the side and be out of range as such
<!--quoteo(post=2050663:date=Dec 24 2012, 02:48 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Dec 24 2012, 02:48 PM) <a href="index.php?act=findpost&pid=2050663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like marines in vents. I do however think some vents should be fixed, so that its entirely impossible to get into them without a jetpack. The reason being how these are impossible to get out of without one. Most of those require that you start climbing on buildings to get into them though.<!--QuoteEnd--></div><!--QuoteEEnd-->
This. Being able to hop into the vent at Onos Bar and Topo/C12 on your own is bad and the result of recent physics changes, not as far as I can tell intent by the mapper (could be wrong there.) If you get in them with jetpacks or your buddy boosting you it's fine.
<!--quoteo(post=2050693:date=Dec 24 2012, 08:45 AM:name=CommunistWithAGun)--><div class='quotetop'>QUOTE (CommunistWithAGun @ Dec 24 2012, 08:45 AM) <a href="index.php?act=findpost&pid=2050693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fine as is, it's a clever tactic. Please don't be upset when you die this way.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's actually the other way around. I feel sorry for folks who have to deal with ninja I am. When I do the stuff I mentioned earlier, I feel that it's ridiculous, overpowered and does not belong to this game. Poor skulk runs for his life, I hop onto the power node and then into the vent and finish him.
FFS, these are space marines, not trained acrobat ninja monkeys.
Nothing better than still being able to run up sloped walls to get into vents! I'm glad this still isn't fixed, sheesh, how else would I get into skylights vents? Valid tactic!
I like to think this is allowed on certain maps because of the lack of weldable vents in the game. As soon as marines can weld off a vent, there no reason for him to be allowed in there.
As has been said before, I don't have a problem with marines in vents when JPs are out. I do have a problem when "seemingly" exploitative tactics are used (yes, they're not, but jumping on parts of the level to get into vents seems like it). Also, vents provide marines a great advantage since they are typically long and straight allowing the marine to finish off whoever is in there very quickly.
My vote is that marines are not allowed in vents, period, until JPs are out.
Why not make is so that marines' have to stop moving in order to shoot inside vents? It's not much, but at least it makes sense in the "crawling-through-a-vent-but-not-really-sort-of-way".
<!--quoteo(post=2050627:date=Dec 24 2012, 06:52 AM:name=d0ped0g)--><div class='quotetop'>QUOTE (d0ped0g @ Dec 24 2012, 06:52 AM) <a href="index.php?act=findpost&pid=2050627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I kinda wish that aliens had the natural advantage in vents though. It seems counter intuitive that marines do (due to the fact it's very difficult to miss and aliens have very limited ability to dodge in vents).<!--QuoteEnd--></div><!--QuoteEEnd-->
This is where leap kills were prevalent in NS1. I miss leap kills.
Comments
Why not?
Agreed. Anytime I have a hilariously OP'd strat in my head it's ruined by marines in vent. Which is great.
plsgo
The fact on tram marines can get into crawlspace behind repair is one such problem...and I am not talking as result of boosts.
More vents should be alien only than currently is.
Then tell the damn aliens to stop turtling in them constantly with Regen Lerks.
Vents also have some nice extra ceiling sections aliens can climb up into to hide while in vents in Marines do come in, and if you position right you the Marine will walk up to you point blank, then its lunch time for the Aliens.
Also most vents have multiple entrances so you can flank a Marine in a vent fairly easily.
Yeah, I'm all for anything that increases the amount of shenanigans that can be had - which is partly why I wish you could still relocate.
I kinda wish that aliens had the natural advantage in vents though. It seems counter intuitive that marines do (due to the fact it's very difficult to miss and aliens have very limited ability to dodge in vents).
<!--quoteo(post=2050604:date=Dec 24 2012, 05:36 AM:name=Emoo)--><div class='quotetop'>QUOTE (Emoo @ Dec 24 2012, 05:36 AM) <a href="index.php?act=findpost&pid=2050604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't want the game to block marines from all vents. The issue is that some vents which look like the mapper didn't intend for marines to get into can be gotten into because of physics quirks, the vent between skylights and overlooks on Veil is an obvious culprit.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the mapper is actually very aware of that, and whereas I doubt it was intentional to begin with, has stated he wants to leave it as it is. I could be wrong however, so take that with a grain of salt unless somebody confirms, as I don't want to contribute to any misinformation here.
LOL this is <a href="http://www.youtube.com/watch?v=hu57oIv8SLM" target="_blank">LUDICROUS!!</a> THIS IS <a href="http://www.youtube.com/watch?v=aZcykZBZKJw" target="_blank">MADNESS!!!</a>
THIS IS <a href="http://www.youtube.com/watch?v=KDRAhiBtOrQ" target="_blank">SPARTA!!</a>
But that's the only way. We'll move in pairs. We'll go step by step and cut off every bulkhead and every vent until we have it cornered. And then we'll blow it the ###### out into space! Isn't that acceptable to you?
Vents are OP.
As a marine, I never take junction to reach C12. I always use vent. It's much safer, faster and not many are expecting this. When I want to head for cargo hive, I take the underground path through system waypoint - it's usually heavily guarded, as it provides ways to 2 techpoints and nano.
If I'm playing rambo and I see any lifeform and it's potentially dangerous to me - I hop into the vent (some stairs and good for this too). Skulks got no chance in vent, fades and lerks might have much bigger problems killing me there as well, and onos... I just shoot him from there and spam taunt, there's nothing onos can do.
I bypassed tons of whips without giving away my position.
It's all fun and games until you get jetpacks. Then you can do really ridiculous stuff, like chasing lerks and skulks into the vents, bombarding nano or cargo from those north vents.
Marines does not even look like they could fit those. Yet, they are much more comfortable in vents. Camo gives no advantage in vents, there is nowhere you can hide, when just one straight shot will reveal you.
Most of those require that you start climbing on buildings to get into them though.
downvote is OP
If it is in fact the mapper's intent for marines to be able to get into the Skylights <-> Overlook vent without jetpacks, a ladder should be added so that this is an obvious room mechanic everyone is aware of / can anticipate as opposed to something seemingly unintended.
Fine as is, it's a clever tactic. Please don't be upset when you die this way.
Should some vents be harder to get into or out of reach for a lone marine? Of course, that's where marine boosting comes in.
Most of the marine in vent complaints stem from lone marines being able to access the two northernmost vents in veil right at the start of the game.
Remove the physics ramp in skylight, move the powernode or vent access in topo, and raise the vent access in the hallway south of topo.
Should some vents be harder to get into or out of reach for a lone marine? Of course, that's where marine boosting comes in.
Most of the marine in vent complaints stem from lone marines being able to access the two northernmost vents in veil right at the start of the game.
Remove the physics ramp in skylight, move the powernode or vent access in topo, and raise the vent access in the hallway south of topo.<!--QuoteEnd--></div><!--QuoteEEnd-->
You'd need to adjust the skylights vent itself then as it lets Aliens simply hide round the corner out of most fire so lets lerks become a real pain in the rear as they can just move slightly to the side and be out of range as such
Most of those require that you start climbing on buildings to get into them though.<!--QuoteEnd--></div><!--QuoteEEnd-->
This. Being able to hop into the vent at Onos Bar and Topo/C12 on your own is bad and the result of recent physics changes, not as far as I can tell intent by the mapper (could be wrong there.) If you get in them with jetpacks or your buddy boosting you it's fine.
It's actually the other way around. I feel sorry for folks who have to deal with ninja I am. When I do the stuff I mentioned earlier, I feel that it's ridiculous, overpowered and does not belong to this game.
Poor skulk runs for his life, I hop onto the power node and then into the vent and finish him.
FFS, these are space marines, not trained acrobat ninja monkeys.
My vote is that marines are not allowed in vents, period, until JPs are out.
This is where leap kills were prevalent in NS1. I miss leap kills.