Costs of webs (and hydras)

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Comments

  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    The first time I played on a server with compmod I though having control over entrance and exit was really awsome, more control is always good. I never had the situation where I put down two of the same type, unless I wanted too, though Im not a new player (just a bad one!)

    Maybe they should just be listed as side 1 and side 2, and have side 1 red when there is no side 2 and vice versa. That way everyone knows they are not one-way devices, and which one will make a connection to their other one without thinking....

    ....but either way, I support adding the ability to choose what side of a tunnel the player wants to build into vanilla....I dont really think it will be that hard for people to figure it out.
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Pretty sure this is how eddy kills people in tunnels. Watches them go in, quickly moves the exit, then closes both ends.

    I think...
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    IronHorse wrote: »
    @mattji104 It is unnecessary unless you have a good use case where a pub player needs to put down 2 entrance tunnels?

    On that note: what is the reason behind this change in comp mod? I've always wondered as I never saw the need, myself.

    It's tram, say you spawned in Warehouse and put down the entrance as you spawn. You put your first exit tunnel in server room because it's a safe bet. You get a hive in server room, and now you want to move your tunnel to ET to secure that. In vanilla NS2, putting down a 3rd tunnel will get rid of your warehouse entrance making it server to ET, however those rooms are already close enough. You'd rather have warehouse going to ET because it's further away and would take skulks longer to help.

    It's not a huge deal and is rarely used, it's just a nice quality of life feature that would only inconvenience a person one time, the first time they make the mistake.
    Ahhh.. ok that makes sense.
    Essentially it just makes it faster and cheaper to shift tunnel placement, since in vanilla you'd typically take the time to travel and spend the extra pres to place another entrance.

    I've rarely needed that, but maybe I just haven't thought of how useful it could be. Thanks for the explanation.
  • NotPaLaGiNotPaLaGi Join Date: 2014-05-29 Member: 196291Members
    Gorge tunnels were a reactionary gameplay fix idea by UWE to begin with and not very well thought out. I'm not sure why we expect the mechanics of placing them to be any better.

    Sadly, CDT will probably work on fixing this before we ever see the "rookie-friendly" server tag atrocity removed/modified and a better rookie gating system.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
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