Siege: The Paperweight.

BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
We all know how nerfed the siege cannon will become in 1.04b.
But, I'm thinking the siege should atleast "lockon" to the object for about 2-attacks if comstat stops or a marine runs away.
It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.
Also, commander's shouldn't have to spend resources to siege.. which could be better spent on medpacks and ammunition.

Comments

  • Seraphic8XSeraphic8X Join Date: 2002-06-15 Member: 771Members
    If you have 75 resources in stock, you should be able to get up a siege in no time. And if the aliens already have 2 hives and fades, it's already game over.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    YA LISTEN TO SERAPHIC HE IS ON A MACINTOSH
  • QuietMischief1QuietMischief1 Join Date: 2002-11-06 Member: 7456Members
    omg my acid rocket lam-o splash damage r0ck3d j00 1 4m $0 1337
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--Mulock+Dec 31 2002, 04:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mulock @ Dec 31 2002, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well i like what the devs are trying to do by making it not SO depended on, but still its almost useless until we get a better command control set up IE grouping units. cause you cant sit there and scan heal upgrade restock ammo and give orders at the same time.... not without grouping units or buildings <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> We will just have to see how it turns out when its released it will also be interesting to see how strategies evolve after these changes...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Practice with the mouse, develop some dexterity, and hotkey your health packs.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--BattleTech+Dec 31 2002, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Dec 31 2002, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We all know how nerfed the siege cannon will become in 1.04b.
    But, I'm thinking the siege should atleast "lockon" to the object for about 2-attacks if comstat stops or a marine runs away.
    It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.
    Also, commander's shouldn't have to spend resources to siege.. which could be better spent on medpacks and ammunition.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ever try using a ninja with a jetpack? They can sit up on rafters for minutes on end without being seen.
  • eoneon Join Date: 2002-12-31 Member: 11675Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ever try using a ninja with a jetpack?  They can sit up on rafters for minutes on end without being seen.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    or they can actually get on top of the hive, crouch, and proceed to destroy it.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--Seraphic8X+Dec 31 2002, 02:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Seraphic8X @ Dec 31 2002, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And if the aliens already have 2 hives and fades, it's already game over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not what's being discussing here. Must you post this in every thread?
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--BattleTech+Dec 31 2002, 01:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Dec 31 2002, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's becomming difficult at times to actually siege a location, let's say outside the hive.. when you'll have Fade's and Skulk's just sitting outside to munch on you.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The presence of Kharaa makes the stealth-sight-marine siege strategy difficult. Try a multi-marine attack. While the marines are engaging the aliens, they're also firing the siege, which gets deadly for any Kharaa caught too close to their structures. Toss in grenades, HMGs, whatever. Make it hectic. Brings the siege role back to where most people believe it should be; support fire for marines.
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    well i like the range going down for seige but at the same time it sort of ruins those sneaky seige tactics

    like sneaking a seige into the vents on bast above tram tunnel to get feedwater

    the range reduction is good but with 3 res for a scanner sweep the need to view is a BIG killer.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I'm working on my map and a Seige definatly has way to much range, I had to make my map about 3 times LONGER just to keep some areas out of sege, Its rediculas!
  • NutWthAGunNutWthAGun Join Date: 2002-11-19 Member: 9355Members
    I've been playing on a 1.04 server since it was released to a few and I have to say that the current siege changes are great for the marines in several ways. Although you can no longer set-and-forget a siege base.. you can now have very concentrated fire. When we play ns_hera (among others) and set up siege in processing, it only requires the 2-3 cannons in the same spot, then scan or send a spotter to one hive at a time.

    Marine commanders have also been getting good at coordinating their siege attack as backup to a marine assault. The extra splash damage and general fear of sieges that the aliens have, gives the marines the edge. Sieges are an excellent tool for the marines and I've enjoyed losing great games to them as an alien, and winning great games as a marine.

    All in all I believe people need to be open to change and not be so ready to scream doomsday prophecy when they might have to revise some strategies. btw. At least in 1.04, fades are super weak now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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