Problem I saw with new cyst range
_Sy
Join Date: 2013-01-16 Member: 180016Members
Just played a game on summit where a comm ran into not being able to cyst across the to the RT platform in Atrium. Due to the new 6m range and his placement of a couple nearby cysts under the walkway...he effectively locked himself out of being able to grow infestation across the platform to cap the RT. Warning for alien comm's reading this. Plan your cysts accordingly, a meter to close on a lower level may leave you wondering why you can't cyst across upper walkways.
Comments
They should cut it to like 4 m.
i don't really see how cyst spam could be considered less valid than armory wall-offs.
My clan recently had a scrim where we pressured the forward marine base in repair (TRAM of course), while the skulks and fades annoyed the marines I was able to spam the bejesus out of repair, killing mines and so much in fact I was able to grow two whips in behind the com chair they built without them knowing, I kept the marines busy by shooting the cysts I was dropping at their feet. By the time they knew my whips were up it was too late, i just unrooted them and brought them up to whip the marines.
IF you have the res, cyst spam is very effective at keeping marines busy.
My clan recently had a scrim where we pressured the forward marine base in repair (TRAM of course), while the skulks and fades annoyed the marines I was able to spam the bejesus out of repair, killing mines and so much in fact I was able to grow two whips in behind the com chair they built without them knowing, I kept the marines busy by shooting the cysts I was dropping at their feet. By the time they knew my whips were up it was too late, i just unrooted them and brought them up to whip the marines.
IF you have the res, cyst spam is very effective at keeping marines busy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I realize it's effective, but it's very time intensive, costs a good amount of res, and only works either as or with a distraction. It's also hard-countered by a single flamethrower who can still fight the aliens at the same time. Overall it sounds valid rather than nerfworthy.
The only other thing I can think of is the potential lag caused by excessive amounts of cysts, but I haven't actually seen that happen either.
It won't lag, but your FPS will drop like a stone. Happened once, I was marine commander, khamm spammed so many cysts he hit entite limit and was unable to drop the hive in cargo. While I was hovering over cargo my FPS dropped by ½ compared to any other place on the map. There is alrdy an preformance problem, no need to help that out by spamming cysts even if its a valid "tactic".
edit: really, <sup><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->*SNIP* And by dodging the filter, you earned a warning!<!--colorc--></span><!--/colorc--></sup> is an offensive word, what the hell kind of filter is this.
<sup><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->If you're honestly looking for an answer, PM about it. Don't post it in a random thread. - Angelusz<!--colorc--></span><!--/colorc--></sup>
Same here. Different map, bit the potential for locking oneself out of a key spot is muh much bigger now. Not only I locked myself out of a Ressource Point in a game yesterday but also locked myslef out of a couple sweet spots to drop an advance healing outpost for Onos in their final attack. This forced me to drop the crags and shades in the middle of a corridor completely vulnerable to any off marine deciding to randomly shoot from the other end... sigh.
My clan recently had a scrim where we pressured the forward marine base in repair (TRAM of course), while the skulks and fades annoyed the marines I was able to spam the bejesus out of repair, killing mines and so much in fact I was able to grow two whips in behind the com chair they built without them knowing, I kept the marines busy by shooting the cysts I was dropping at their feet. By the time they knew my whips were up it was too late, i just unrooted them and brought them up to whip the marines.
IF you have the res, cyst spam is very effective at keeping marines busy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why buy time with cysts to let whips grow when you can just teleport them in fully matured instantly through shift, propably more cost effective and reliable at same time too.
If your base being cysted is an issue..buy a FT or welder (lots of people sit there shooting even though both are available at armoury) as they both make total mince meat out of cysts faster than most khamms can afford.
The issue of aliens needing to build on infestation when coupled with the new limit does present some major challenges for a khamm.
You almost need to know where you want every cyst on the map to ensure the best coverage of a map.
Whilst I agree this is no worse than armoury walling, I will even go further and say I think its actually more like being arced in locker from Bar, or in deposit from central.
A well prepared marine team has a counter...just as that alien team also has to have a plan to counter these arcing strats.
Cysts, or rather infestation, are/is so crucial to the alien team that risking them being locked out of a res node due to it is unacceptable.
I can only assume that the cyst limit has some sort of performance gain (as alien wins often seem laggier..esp when heavily cysted).
As the risk of a khamm locking out a res node due to this limit increases as it does, this strikes me as unintended move that restricts the alien economy.
Perhaps harvesters could be built off infestation if within a certain distance from infestation (to avoid khamms harvesting the map at the start) and generate a small patch of infestation (radius matching distance they could be built off).
That way as long as can get infestation to within x metre (maybe 0.5 -1) of res node it will be dropped, build and connect up, so the cyst range limit wont have this impact as easily.
Could even be considered for other structures, it could be viewed as a really expensive way to spread infestation. Not something you would want to do (cysts are cheaper than crags, whips harvesters etc) but if you cant place another cyst yet need more infestation this could be a way to reduce the issue.
just cal it differently? (using whatever 'pathing' is used to drop cysts in the first place)
Now if they want to keep it fair then place restrictions on how close marines can build identical building next to each other i.e. armory walls and placing buildings so close to power nodes that aliens can't hit them.
There needs to be a way to remove cysts or alter the mechanic in placing them so you do not lock yourself out of placements.
Placing cysts feels clunky now.
Should have tried 4m first.
so if 1 cyst in range, minimum is 2yards, if 2 cysts in range then 4 yards, etc
so if 1 cyst in range, minimum is 2yards, if 2 cysts in range then 4 yards, etc<!--QuoteEnd--></div><!--QuoteEEnd-->
Too complicated, would only make things very confusing for commanders.
i don't think so because the only time they would come in contact with the restriction would be if they are spamming the area with cysts which is what the current limitation is trying to prevent anyway.
I tend to keep cyst routes as clean as a can, with only some backup cysts at some key locations, and when I want to place a cyst under cover of a object.
The second is proving to be a lot more difficult with this mechanic, as is clean routes
it feels like you're throwing on artificial and arbitrary constraints, because you didn't envision and account for this form of delaying tactic. which, you know, not that big a leap of imagination. again, it uses res, a marine can take out like 2-3 of the newly dropped ones, with a single clip... so lets say, a marine can shoot something like 10 of these buggers before he's empty. and he can get topped off with a 1t-res ammo drop. seems like an excellent trade.
They start gaining health instantly and continue to do so even when being fired on, so it will take at least 1 extra bullet per cyst even with absolutely perfect aim, timing, and trigger discipline (without w1).
Either way, I still think cyst spam is a perfectly fair tactic. Not so unfun for the marines to deal with either since it inflates their score.