Bile bomb, let's discuss.
Know pain
Join Date: 2012-09-04 Member: 157674Members
I don’t understand why it was nerfed, it was the only effective siege weapon the aliens had other than mass onos. It says that the range was reduced by 2 but it’s more like a 1/3, it’s also slower kind of like it has air time now. It deals 20% damage less to a single target I have to assume the splash damage was also lowered, otherwise hit something close to what you want and the splash damage could actually deal more damage.
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The Lerk would need some sort of momentary speed reduction (by like 20-30%) every time it dropped a bile bomb then.
None offensive Lerks are simply too hard to shoot down. The only reason even very good players are able to shoot down Lerks reliably is because the Lerk must bite or spike to be useful, and when it does that, it becomes offensive and less evasive. The way bile bomb used to work on the Lerk, you really would need 2-3 marines to phase back to base just to take care of one siege-lerk.
Arcs cost 15 res each(not including the robo factory. Excluding the research requirement, as bile bomb is a research too), and are easily killed by bile bomb.
Two gorges can wipe out a marine base by themselves.
Two arcs cannot wipe out an alien base by themselves.
If you lost the game because you didn't see a slow ass ARC train coming from the marine base all the way to your hive, then the issue wasn't the ARCs. If you couldn't break through the marine team defending the ARCs as they were coming to your base, the issue isn't with the ARCs. If you couldn't attack their base(s) and cause a beacon, it wasn't an issue with the ARCs. If anything, ARCs are one of the better balanced weapons in the game.
I couldn't lavish enough praise on the PT/dev team for this change, when I first tried suiciding a base it was glorious, my biles fell well short from across the room, got in range, power node wasn't even close to flashing after hitting it for 6-8 seconds and I realised marines have probably had the power node warning flash twice over their screen before I was gunned down, it was beautiful.
Had a recent game the marines stuck out and won, must have killed 10-15 gorges near the end of it, all of them going into a base 1 by 1, they did some dmg, got an IP/obs or 2 but otherwise were not rewarded for a completely moronic way at back dooring a game.
This does bring up a pretty annoying issue though.
Even if I'm only half paying attention, I can hear the pitter patter of an incoming gorge from 1-2 rooms away. However, large, tank like machines, which look like they weigh a ton, are somehow silent. Even in groups of 5+.
ARCs really need to make a noise. A really loud noise. The more there are, the louder they should be.
While I would normally agree with you, (and it's possible it's not intended), you have to remember ARCs are also SLOW. Yes, you can hear gorges but how slow are they compared to traffic-jammed ARCs? I don't think ANYTHING is slower than an ARC. They're also not cheap (15/per and you normally need 4 to effectively siege a hive). Besides, shouldn't marines / JP/ Exos be guarding them? You should be able to hear the marines moving with them (unless you don't have any defenses between the frontlines and the hive but that's a different issue >_>)
Unless a Playtester or UWE employee says otherwise, I would believe it's intended to be that way.
Both those locations are "Known issues".
That's why they keep changing docking, because of things like that.
ARCs are fine, except for on those two maps in those two specific locations.
Central drilling is brutal, but there is a counter.
Wanna know what it is?
Don't let them into central drilling.
Ok Savant jnr, how about you actually play NS2 patch 240 and re visit the above.
You saw the similarities too? Damn... I thought I was just seeing things.
If it fell pretty much straight down, instead of shooting outwards, I think it'd be great.
Dive bile-bombing lerks anyone?
The aside, Bile Bomb did need a nerf. It needed a damage nerf or a range nerf... but it got both, and more.
Of course, I'd have been all over this change if they started doing more damage to Exos. Properly done Exo trains can't be stopped. One welder out welds several gorges (especially after the nerf). Onos get mowed down, skulks get murdered, lerk spikes are a "kill me" sign, and fades won't last long.
This may be a side-effect of my constant play in 20 player servers, but really... when you have a couple of marines welding four Exos, how do you stop them? Especially when one has a railgun and is shutting down any attempts by skulks, lerks, and fades through their teammates.
Aliens need a game ender. If Bile Bomb has got to be nerfed down like this, they need something else. "Everyone save for an Onos explosion" doesn't cut it.
Almost literally.
Now they admit it?
ERMAGHERD.
You'de be surprised how much of a rallying affect the sight of ARCs being pumped out right outside the hive can cause.
Ideally you want the enemy team to be fully aware of the impending threat for as little time as possible before the barrage actually begins.
I find whips actually, when upgraded with that little known bombard. At last time of using, it rapid fires a hunk of burning death at the exo. This may of have changed with the update, but I still think It may be a good counter. Oh yeah, and they are still strong if hit by the full force of an exo.
The best counter to an exo rush is still hit anywhere else however ... :P
That’s not the only reason people don't use Xenocide... it's not very good around A3 marines, buildings, arcs, exos, passing rats a meter or so away...
Haha, that's true. Xeno does feel like it needs to be "better" considering 90% of the time it's researched the game should have ended. I'll quote a pubby from a few games ago:
"OMG I killed 2 marines with Xeno. I can die free now."
That would be pretty sweet although probably OP, since poison bite drains health and bile drains armour, you could hit a with a bite, bile and then spike to finish off.
Would make lerks still useful offensively after armour upgrades.
@Vigilantia, The day I die free is the day I kill an onos with a welder, lerk by shutting him in the com station and kill exo with heal spray
This has been clarified on multiple threads, but you won't seem to understand. It's a MAP problem, not a game mechanic problem. If someone made a map that consisted of nothing but one-hundred-meter-long hallways with no cover, would you complain about the ranged attacks of the marines being OP?
And as was already stated, bar on docking has been fixed. There are a couple of places that still need adjustment (mainly central drilling on mineshaft), but stop blaming it on the ARCs. They're fine.
- Asymmetry
- Known issues with ARC's
In my opinion it's awesome. Had a game on Veil where a Gorge came into control and started biling the power node, I had to phase 4 times just to get back to control and the power was still up. Miracle. Then the alien team proceeded to spend all their pres on Gorge rushing the whole game with no backup. Even when they managed to do any damage; since they solo'ed it Marines held.
It's a good balance now because solo Gorges can't be the only reason a Marine team lose a game now. Encourages more teamplay from Aliens.
Why exactly is anyone taking him seriously again?
Armoury giving marines armour is probably the biggest xeno nerf in the game but that's just accidental.