Bile bomb, let's discuss.

Know painKnow 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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Comments

  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    It was nerfed because it was too good.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    I still think that lerks should get bile bomb, and gorges should get umbra.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    I still think that lerks should get bile bomb, and gorges should get umbra.

    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.

  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    It was nerfed because it was too good.
    An arc, a mobile siege cannon that can shoot thru walls and kill many hives on several maps with the aliens having no effective counter. That’s beyond insanely over powered.
    Zek wrote: »
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
    Yes aliens used to be able to drop an onos at 2 hives and why not. Marines can get everything at 2 tech points but aliens need 3. Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Know pain wrote: »
    It was nerfed because it was too good.
    An arc, a mobile siege cannon that can shoot thru walls and kill many hives on several maps with the aliens having no effective counter. That’s beyond insanely over powered.
    Zek wrote: »
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
    Yes aliens used to be able to drop an onos at 2 hives and why not. Marines can get everything at 2 tech points but aliens need 3. Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    Know pain wrote: »
    It was nerfed because it was too good.
    An arc, a mobile siege cannon that can shoot thru walls and kill many hives on several maps with the aliens having no effective counter. That’s beyond insanely over powered.
    Zek wrote: »
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
    Yes aliens used to be able to drop an onos at 2 hives and why not. Marines can get everything at 2 tech points but aliens need 3. Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    Bile bomb is just about perfect, in a co ordinated rush it still jizzes over everything it touches and compliments a well timed attack, by itself the suicide gorge typically gets wiped out and looks like an idiot standing in the middle of marine base trying to bile everything at once.

    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.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited March 2013
    Vigilantia wrote: »
    Know pain wrote: »
    It was nerfed because it was too good.
    An arc, a mobile siege cannon that can shoot thru walls and kill many hives on several maps with the aliens having no effective counter. That’s beyond insanely over powered.
    Zek wrote: »
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
    Yes aliens used to be able to drop an onos at 2 hives and why not. Marines can get everything at 2 tech points but aliens need 3. Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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.

    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.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Frothybeverage and Vigilantia freaking newbs. Ever heard of onos bar on docking and central drilling on mineshaft? Shall I go on? Arc’s don’t even have to get close to the hive or where aliens can see them cause they can shoot thru walls.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    |strofix| wrote: »
    Vigilantia wrote: »
    Know pain wrote: »
    It was nerfed because it was too good.
    An arc, a mobile siege cannon that can shoot thru walls and kill many hives on several maps with the aliens having no effective counter. That’s beyond insanely over powered.
    Zek wrote: »
    Aliens need better end game siege abilities, but bile bomb shouldn't be single handedly responsible for that seeing as it's only hive 2.
    Yes aliens used to be able to drop an onos at 2 hives and why not. Marines can get everything at 2 tech points but aliens need 3. Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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.

    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.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Yeah, so you prevent people from taking those positions?
    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.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    Know pain wrote: »
    Frothybeverage and Vigilantia freaking newbs...Ever heard of onos bar on docking

    Ok Savant jnr, how about you actually play NS2 patch 240 and re visit the above.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    Xao wrote: »
    Know pain wrote: »
    Frothybeverage and Vigilantia freaking newbs...Ever heard of onos bar on docking

    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.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Anecdotal evidence points to Know Pain being awful, and blaming it on the game instead of his/her own shoddy tactics or general inability to execute tactics.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    |strofix| wrote: »
    I still think that lerks should get bile bomb, and gorges should get umbra.

    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.
    It'd work if it was literally a bomb, instead of a mortar.
    If it fell pretty much straight down, instead of shooting outwards, I think it'd be great.

    Dive bile-bombing lerks anyone?

  • TimariusTimarius Join Date: 2012-11-15 Member: 171220Members
    Before I talk about Bile Bomb, I have to ask... who the hell builds their ARC train in their base rather than in an established forward base close to the hive to be sieged?

    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.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    It was nerfed because it was too good.
    I remember when i first said that, i was thrown out of my own thread.
    Almost literally.
    Now they admit it?
    ERMAGHERD.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    Timarius wrote: »
    Before I talk about Bile Bomb, I have to ask... who the hell builds their ARC train in their base rather than in an established forward base close to the hive to be sieged?

    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.

  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    AuroN2 wrote: »
    It was nerfed because it was too good.
    I remember when i first said that, i was thrown out of my own thread.
    Almost literally.
    Now they admit it?
    ERMAGHERD.
    @AuroN2 I was saying "Bile Bomb is OP" for months.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Okay, do you remember the arc making sounds when they move? They don’t. Have you ever seen what happens when an arc meets a clog wall? They either go straight thru it or simply climb over it.
    Xao wrote: »
    Know pain wrote: »
    Frothybeverage and Vigilantia freaking newbs...Ever heard of onos bar on docking
    Ok Savant jnr, how about you actually play NS2 patch 240 and re visit the above.
    My apologies I’ve been playing since NS2 alpha and got confused from the 20 or so times UWE decided to change the name of the map section.
    Dive bile-bombing lerks anyone?
    Yes that was fun but after 2 bile bombs the lerk ran out of stanima and had to get out, all though they were really good in crevice on summit. This idea was removed because it turned the lerk into a waek B-52 bomber.
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    Timarius wrote: »
    Before I talk about Bile Bomb, I have to ask... who the hell builds their ARC train in their base rather than in an established forward base close to the hive to be sieged?

    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.

    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

    Know pain wrote: »
    Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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...
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    dragonmith wrote: »
    Know pain wrote: »
    Xenocide was the end game for NS1 but in NS2 with the lowered respawn rate (15 seconds to respawn even though you have 30 eggs) you can’t use it effectively.

    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."
  • BULLET WIZARDBULLET WIZARD Join Date: 2013-01-05 Member: 177702Members
    |strofix| wrote: »
    I still think that lerks should get bile bomb, and gorges should get umbra.

    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.
    It'd work if it was literally a bomb, instead of a mortar.
    If it fell pretty much straight down, instead of shooting outwards, I think it'd be great.

    Dive bile-bombing lerks anyone?

    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.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    Know pain wrote: »
    My apologies I’ve been playing since NS2 alpha and got confused from the 20 or so times UWE decided to change the name of the map section.
    Still not the point Mini Savant, the point is it's no longer possible to arc locker hive from onos bar. Check the lua files m8.
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    Vigilantia wrote: »

    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."

    @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 :)
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Know pain wrote: »
    Frothybeverage and Vigilantia freaking newbs. Ever heard of onos bar on docking and central drilling on mineshaft? Shall I go on? Arc’s don’t even have to get close to the hive or where aliens can see them cause they can shoot thru walls.

    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.
  • ChrisAUSChrisAUS Join Date: 2012-11-17 Member: 172108Members
    Basing your whole argument around arguing what an ARC can do doesn't really prove the point you're trying to make.

    - 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.
  • halfofaheavenhalfofaheaven Join Date: 2012-11-09 Member: 168660Members, Reinforced - Supporter, Reinforced - Gold
    Guys guys, he said Xenocide was the endgame of NS1.

    Why exactly is anyone taking him seriously again?
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    He's half right, you used to have endless xeno spam come end game vs turtling marines but marines in NS1 turtled for a very different reason, every kill attributed a little towards res thanks to RFK so it was a little more legitimate to sit in base, get a ninja pg somewhere and do a HA train out. Xeno spam stopped marines picking up kills on skulks and seemed to do a lot more dmg in NS 1, I think xeno is in a good spot now, one xeno wont blow up 5 marines humping the armoury but the second will.

    Armoury giving marines armour is probably the biggest xeno nerf in the game but that's just accidental.
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