Can you fix the Arcs please?

babypoobabypoo Join Date: 2013-03-13 Member: 183926Members
Can you guys please fix the Arcs so they can't shoot behind a wall and directly onto the hive?
Thats a very lame way to die .
It's annoying when the Marines don't have to walk around to shoot the hive and just aim across the other side thru side of the wall .

Comments

  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Fix? That's the whole design principle! In NS1, they were called siege cannons, they weren't mobile but could still shoot through walls: they use a sonic technology, not a projectile.
    No changed needed. Use drifters to see the slow arc train moving, and use bile bomb to take them out while other aliens kill the marines escorting the arcs.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Roobubba wrote: »
    Fix? That's the whole design principle! In NS1, they were called siege cannons, they weren't mobile but could still shoot through walls: they use a sonic technology, not a projectile.
    No changed needed. Use drifters to see the slow arc train moving, and use bile bomb to take them out while other aliens kill the marines escorting the arcs.
    Tweaks are needed to address issues like arcing deposit from central. or locker from bar (has that been fixed)...though they are mostly map design.

    Arc trains with JP's, SG's and GL's are hard to stop....and unlike siege cannons marines dont have to build a small forward base for them.
    I still think that arcs should either be mobile or shoot through walls not both....I would prefer to see arcs revert more like the old siege cannon and not be mobile (perhaps a marine could carry one in place of his weapons (weapon returns when they drop the arc).
    Arcs have always been an issue...though thankfully now we have exo's comms appease the masses and dont head down this path often (though is very succesful when done right (ie no rambo's...slow methodical advance)).

  • kelevra386kelevra386 Join Date: 2012-12-18 Member: 175425Members
    Simple. When arc's are rolling on your base. Run to main marine base. Force beacon. Kill arc's freely. Its about adjusting to the game as it happens.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    hakenspit wrote: »
    Roobubba wrote: »
    Fix? That's the whole design principle! In NS1, they were called siege cannons, they weren't mobile but could still shoot through walls: they use a sonic technology, not a projectile.
    No changed needed. Use drifters to see the slow arc train moving, and use bile bomb to take them out while other aliens kill the marines escorting the arcs.
    Tweaks are needed to address issues like arcing deposit from central. or locker from bar (has that been fixed)...though they are mostly map design.

    Arc trains with JP's, SG's and GL's are hard to stop....and unlike siege cannons marines dont have to build a small forward base for them.
    I still think that arcs should either be mobile or shoot through walls not both....I would prefer to see arcs revert more like the old siege cannon and not be mobile (perhaps a marine could carry one in place of his weapons (weapon returns when they drop the arc).
    Arcs have always been an issue...though thankfully now we have exo's comms appease the masses and dont head down this path often (though is very succesful when done right (ie no rambo's...slow methodical advance)).

    Arc trains with JPs, SGs and GLs cost a vast amount of resources. The 'problem' there is that aliens allowed marines far too many resources and have already lost the game at that point.
  • FuleFule Join Date: 2009-06-04 Member: 67683Members
    I lol'd when I saw the title, because I knew what was the topic about :D

    crybaby.jpg
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Roobubba wrote: »
    hakenspit wrote: »
    Roobubba wrote: »
    Fix? That's the whole design principle! In NS1, they were called siege cannons, they weren't mobile but could still shoot through walls: they use a sonic technology, not a projectile.
    No changed needed. Use drifters to see the slow arc train moving, and use bile bomb to take them out while other aliens kill the marines escorting the arcs.
    Tweaks are needed to address issues like arcing deposit from central. or locker from bar (has that been fixed)...though they are mostly map design.

    Arc trains with JP's, SG's and GL's are hard to stop....and unlike siege cannons marines dont have to build a small forward base for them.
    I still think that arcs should either be mobile or shoot through walls not both....I would prefer to see arcs revert more like the old siege cannon and not be mobile (perhaps a marine could carry one in place of his weapons (weapon returns when they drop the arc).
    Arcs have always been an issue...though thankfully now we have exo's comms appease the masses and dont head down this path often (though is very succesful when done right (ie no rambo's...slow methodical advance)).

    Arc trains with JPs, SGs and GLs cost a vast amount of resources. The 'problem' there is that aliens allowed marines far too many resources and have already lost the game at that point.
    Not really, SG's and GL's can be recycled by a team heading down this strat and not pushing so far as to lose them in enemy territory.
    Sure its not a fun way to play (not straying far from spawn and a couple of res nodes...but it is a good strat.
    You do need 6+ arcs...dont bother trying with less as you take too long to take down a hive.

    The mobility added to arcs is strange...takes what was a weakness of siege bases and all but removed it.

  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    it's not ARC.

    it's marine's super strong phase gate and armory entrenchment.

    if aliens had a decent chance of fighting those marines, then ARC's wouldn't be a problem. i say we get more people playing the balance test mod where actions have been taken to weaken the armory entrenchment.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    tarquinbb wrote: »
    it's not ARC.

    it's marine's super strong phase gate and armory entrenchment.

    if aliens had a decent chance of fighting those marines, then ARC's wouldn't be a problem. i say we get more people playing the balance test mod where actions have been taken to weaken the armory entrenchment.

    Also the ink fix. It is kind of quietly a big deal.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    babypoo wrote: »
    Can you guys please fix the Arcs so they can't shoot behind a wall and directly onto the hive? Thats a very lame way to die .
    Perhaps it would help to know WHY this was added to the game in NS1, and why it is still here in NS2.

    Back in NS2 they didn't have clogs. They had what was called an 'offence chamber', which aliens used as a clog. This chamber was roughly the size of a whip (although a bit fatter) and it shot out projectiles like a hydra. Gorges would stack a mess of these into what was soon called WOL (wall of lame) for obvious reasons. Hallways were blocked preventing marines from entering.

    Then there were defence chambers, what you know as crags now, that heal hives just like crags do now. Add that to offence chambers in a hive room (and behind a WOL) , and you have an unkillable hive - even if you used jetpacks to get in. (which opened you up to lerk attacks)

    In NS2 aliens can stuff their hive rooms full of things that prevent attacks by foot marines, and without ARCs the other chambers would have to be weakened to be balanced. Otherwise aliens would win a lot more often.

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2013
    Stacking of structures was removed from the later NS versions though Savant, yet the siege was still a valid attack strategy vs the Hives. The only change in NS2 now is that they are a mobile resource sink, instead of an area lockdown resource sink. I still prefer the NS style though...
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Shooting through walls is the entire point of ARCs. They would be entirely useless if they couldn't do that.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    ARCs should have been the stationary siege cannons like the ones marines' has in NS1.

    Arcs don't really bring any skill depth or enhance gameplay. It's just a giant ball of cheese where you can spam them in the safety of your base before rolling them out. NS1 you actually had to secure the location first, then take time to build up the turret factory and siege cannons all the while being pressured from aliens.

    Its never too late to bring back the NS1 model.
Sign In or Register to comment.