New Siege Cannon Properties
WUbba3
Join Date: 2002-11-03 Member: 5629Members
<div class="IPBDescription">I Love It!</div> I've always felt that in a game concerning Marines hunting Aliens on starships and whatnot, the bulk of the game should contain groups of Marines trudging down corridors trying to kill aliens with their rifles and shotguns, and the Aliens should be trying ambushes and whatnot.
The siege cannon did a wonderful job of destroying that whole system by allowing the marines to "Reach Out And Touch Someone" and not put themselves in much danger. Sure, the Aliens could counter-attack, but there's no way to ambush a turret farm.
Making the siege cannon require an artillery spotter keeps the siege cannon from being an unstoppable instant-game-win.
Sure, Marine buffs are gonna respond and complain about how much it costs to set up a siege base and how long it takes, but let's admit it - a Marine team with their act together can't be stopped by any alien team if they go for the phase/siege base tactic.
Now Aliens have a chance.
The siege cannon did a wonderful job of destroying that whole system by allowing the marines to "Reach Out And Touch Someone" and not put themselves in much danger. Sure, the Aliens could counter-attack, but there's no way to ambush a turret farm.
Making the siege cannon require an artillery spotter keeps the siege cannon from being an unstoppable instant-game-win.
Sure, Marine buffs are gonna respond and complain about how much it costs to set up a siege base and how long it takes, but let's admit it - a Marine team with their act together can't be stopped by any alien team if they go for the phase/siege base tactic.
Now Aliens have a chance.
Comments
But will the siege target when the comm scans.....me hopes so.
Yeah, the siege turnip will target if/when the comm does a scan. The scan also costs more (<b>3</b> res instead of 1), so it probably won't be used too often to spam a siege target. Besides, the commander usually has more important things to do than to scan a room for 30+ straight seconds.
I have never run into an impenetrable defence, because there is no such thing. Marine sieges have never posed a problem for me, or any organized, or semi-organized team of aliens. A single coordinated attack is usually enough to take out a siege base. Why? Because the marines have to respawn, get to the location, and kill the aliens before they destroy the base. Of course, you have aliens destroying the phase gate, if any first, then the turret factory. Priority lies in the marines, if they die, the base dies, its that simple. All aliens need to do, is work as a team (And this is a teamplay mod after all) and attack as a group. Add in hivesight into the picture and you have a VERY easily coordinated attack that can take out any base. If the marines have HA and HMGs and you only have skulks, well, let me tell you, you already lost, siege or no siege, youre dead.
So, after all this explanation, i really see no reason why the siege changes should stay for the final patch. Even public servers have enough teamwork to kill a siege base, and if your team doesnt, youre dead either way. This only makes it more difficult for marines to actually attack a base, forcing them to stay on the defencive and act as "artillery spotters", something i thought the dev team would be against since it actually either encourages camping for siege targets, or makes commanders waste a huge amount of resources on a single target due to the also increased cost of scanner sweeps.
Bottom line: I dont really like the siege changes, everything else looks great to me.
This may actually turn into an advantage for the marines (in pubs). It's much easier to go beserk and kill several marines at a time as a skulk when they're clustered in the middle of buildings they can't navigate through, but a skulk can duck inbetween with ease. Most of my biggest streaks (4-5 marines at a time) have been when they're defending an outpost with lots of turrets. Now that they have to move away from their structures to spot, I think they'll be deadlier, and will learn to be better fighters for not having turrets as a crutch (and a liability) all the time.
Before the Marines could sorta 'sneak up' on your base without you knowing about it at ALL. Now you can at least say, "Gee, is that guy in armor <i>supposed</i> to be in our hive room?", and then eat him. You can react to them building the siege and at least keep it from firing(exception being scans, but more on that in a few lines)while your guys group up for a run on the turret farm. It really encourages teamplay on both sides, since you gotta have your aim top notch as a marine to stay alive in a hive room/hall lined with offense chambers when spotting for your siege.
The up in scan cost is a good thing too with this change to the sieges. Prolly woulda seen people just spamming scans on hives. But with the new cost, it gets rather expensive. A scan lasts for roughly two siege hits, and at 3rp/600(?) damage, that's a lot of RP. You also have to tear through all the crap buildings in front of the hive and account for any healing done to it between hits. So you can't just scan spam, unless you have a lot of res.
Yay for 1.04! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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Yeah exactly, its going to be alot harder to take out hives by just siege crawling. Now you need at least two sieges if you dont feel like wasteing a million res tyrign to scan the hive.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> GAME TIME :35
Still, I can definately see the advantages to this change, since it puts a much bigger emphasis on *fighting*, not just getting a cannon up. Who knows, this may actually work to the marines' advantage, since it encourages them to play aggressively and actually keep watch over their defenses, not just throw down a siege cannon and leave it to the skulks.
Only thing which bothers me a bit about 1.04 is the way the rr exploit was fixed. I can not think of another way to fix it, but having aliens loose up to 100 resource points on every linkdead and leaving alien could turn out to be a big hit on not so stable servers. Maybe the server could keep a list of the won ids of the last 10 aliens who left the game and the rp they had as they left. This way they could get their rp back when they reconnect again and at least linkdeads would not be big resource point hits anymore.
Sure they do. It's called "admin_noclip" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
(TF = Turret Factory if you’re a n00b <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
it will end the marines "sit back for a few mins and let the seige cut through" now atleast the aliens can make a fight of it even if they are destined to lose...
Well, with any luck the dev team are still considering what they wrote in the manual about fades <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
IF you don't know, it is that fades are actually able to blink THROUGH walls, on to the other side(hence the name of fade).
IMO that would be so cool, as a fade could blink into an outpost/hive that has an arse load of defence at the front/enterance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
SO, yes there IS a ghost alien, just not been implemented yet <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Yeah, I agree, I'd love someone to show me a pub where the marines always win.
COs can still hide their seige turrets nywhere and jus have a marine fly in cant they?
o and wut changes have aliens experienced?? dont fades still own marines??
well i haven't played 1.04 yet so i dunno..
And as for servers with marines winning, try any one that isnt filled with n00bs. I personally see them winning all the time on Hastezone.
I've also noticed that the commander's tactics are a lot better now and that marines are sticking together a little better.
The games are much closer to a 50/50 winning than on the 1.03 servers I have played, even though the quality of the players have not changed.
I was worried about the 1.04 seige being nerfed so much, but so far so good.
BTW, THANK YOU FOR TESTING 1.04 ON PUB SERVERS!
As many people have mentioned, pub games and vet games have very different qualities.
HERES WTF I MEAN.
Previously if there was a hive with a res point outside that hive you could put up a little mini base and a siege cannon and that was the hive and the res point 'held'.
NOW it is no longer possible, basically this makes it harder for the marines to get res on maps where there are res points that don't have LOS on the hive.
However, I must play the changes to see how the game now PLAYS befor I make any real decision (And that's not gonna happen till i'm back on our connection at uni <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
BlueGhost
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Exactly. Aliens now have a chance to use some real tactics against the completely abondon base.
BTW, you can still put up a siege cannon and phase in once in a while and check out the surrouing area. All you have to do is poke out your head.
Smart players will check up on their hives since they have to jump through 5 phases anyways.
Yeah, I agree, I'd love someone to show me a pub where the marines always win.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nano-Gridlock, the ReD Skulk Pit, Vadakill's, TAU's server...
Just a few, check for 'em on ASE.