Can Siege Truly Be Balanced?

The_SeerThe_Seer Join Date: 2002-11-02 Member: 5250Members
<div class="IPBDescription">Hera exploitation.</div> On Hera, the Marines did something odd, they totally ditched their first base, then went straight to Processing. Our Hive wasn't in Delta or else it might not have worked, but this strategy is flawless about 2/3rs of the time. If they get a siege up in Processing, then all they have to do is sit back, and wait for their one resource tower to get them enough stuff to slowly take over the map. Sounds stupid, doesn't it? Our team was bashing them for over an hour, and we couldn't do a single thing to them, everytime we took out a factory, they re-built it, they usually always had at least two. So all we had was Archiving, we couldn't build anything in Delta or Ventilation.

There was something odd, somehow their once resource tower made all of them always have a grenade launcher and a welder, and always enough left over to rebuild turrets and Turret Factories. Without fades, their plethora of turrets just pwned.

The only defense I know is to go straight for Processing to build. Psh.

Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Annoying, isn't it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> I guess I'll have to do something about it after all.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    So then as soon as atleast two to three resource towers are up then build DC and then build OC's in processing.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    this is fixed with 1.04 beta becuase the siege range is a little bit smaller
  • pantspants Join Date: 2002-12-20 Member: 11188Members
    <!--QuoteBegin--Catpoker+Jan 18 2003, 03:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ Jan 18 2003, 03:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this is fixed with 1.04 beta becuase the siege range is a little bit smaller<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yay! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    its not that much of a problem, the aliens need to take out he siege, if you can kill the marines how are you gonna win anyways?
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    For the 'Always having GL and Welder' thing, they probably just grabbed it off the ground when a friend died. You can also keep weapons from disappearing if you drop yours and pick up the set on the ground, then repeat as necessary (with 2 IPs, you shouldn't have to do it more than once before the original owner comes back).
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Also, the new patch that is comming out makes that darn near impossible to do to a decent kharaa team.
  • MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
    i've seen this before, once when i was on aliens, and once when i was on marines
    both times i was on the winning team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> which proves its beatable, but not easily

    also there was something you could do about it, are you telling me you had 1 hour before they sieged, and you didnt get vent hive?
    remember they cant siege it from processing and if they were camped in their base it should have been free for the taking
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    You can cover *2* hives from processing. That means that their only have was the 3rd one. If they built in either of the other 2, it would be instantly sieged.

    Processing WAS their base so yes, they could just sit there and respawn and respawn and respawn.
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    It takes an organized alien team to take it down. I've seen it done couple times as kharaa. You need all your skulks attacking the outpost and gorg build immediately after siege/tf is down. If you can take the tf down, you got about 1-2 minutes before the tf is siege operational. I'm guessing marines probably set their base around the resource tower in datacore. So you assign a skulk to go into the back of the datacore and build def tower out of sight first, then build offensive in sight. If it has been a while from the start of the game, resources should be overflowing. so you can build a wol fairly quickly. All of which, of course, while your skulks/lerks are pestering marines. Once the wol is up, just have your skulks bite 3 4 times at a structure and then run back to heal. And lerks spiking marines/buildings from the wol.
  • SuperSammoSuperSammo Join Date: 2002-02-21 Member: 231Members
    The thing about that sort of area (ie hive-siege positions) is that once marines get two of them, more and more turrets appear. Even running past the hive can get you killed. You'd get mashed before you can even damage a turret. Even if you get one or two, marines come repair/rebuild. Its really really frustrating!
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    siege is balanced. If you let your hive get sieged, its your own fault for
    A. Not communicating
    B. Not looking for siege
    C. Your team sucking and not be able to take the marines out

    end of story.

    And another thing that would be useful, is if you cant physically WALK to an area, you shouldnt be able to build there...
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--SoBe.Dragon+Jan 17 2003, 08:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Jan 17 2003, 08:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->siege is balanced. If you let your hive get sieged, its your own fault for
    A. Not communicating
    B. Not looking for siege
    C. Your team sucking and not be able to take the marines out<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Obviously you've never faced this strategy because your comments have nothing to do with the situation being discussed.. Please don't just give generic answers whenever you don't have anything useful to say.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--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-->his is fixed with 1.04 beta becuase the siege range is a little bit smaller <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, Yes.

    No, this problem will not be fixed since siege range is still big enough to siege both hives at once with one siege gun on hera. Yes, the siege range is a bit smaller.
    It is still possible to beat this strategy (hard but possible) since siege will only work once the hive is fully build. So you build the hive and all go fade in the few seconds it is alive.

    Now to the original question, "can siege truly be balanced".
    I would have answered that i seriously doubt it before 1.04 but i think they found an awesome way to do it with this spotting thingy. The hera example is not a problem with siege gun balance but with the map itself. For the future i hope mappers will place hives with at least twice the range of a siege gun distance from each other and such problems will not happen again. For hera i see nothing that can be done against it other than remapping so better learn to live with it.
  • APESHTkserAPESHTkser Join Date: 2002-11-10 Member: 8017Members
    <!--QuoteBegin--Ahnteis+Jan 17 2003, 04:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 17 2003, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SoBe.Dragon+Jan 17 2003, 08:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Jan 17 2003, 08:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->siege is balanced. If you let your hive get sieged, its your own fault for
    A. Not communicating
    B. Not looking for siege
    C. Your team sucking and not be able to take the marines out<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Obviously you've never faced this strategy because your comments have nothing to do with the situation being discussed.. Please don't just give generic answers whenever you don't have anything useful to say.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Obviously, you've never played on a well organized alien team. 5+ skulks making a one or two <b>organized</b> rushes can take out almost any marine expansion.

    The real problem I see is the difficulty aliens have *securing* processing. When I play alien on this map, the first thing i do (if i am gorge) is build OTs in processing. This will hold off the marines for a while. The real trouble comes when they siege processing from Cargo Storage which is right next to their base. Hopefully you have a second hive by the time this happens.

    Many gorges seem to have a real problem understanding that they need to secure siege areas before building 10 OTs directly under the hive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Processing isn't the only problem with Hera,
    General Cargo Storage and Holo-room give the marines a total of 4 easy to defend res nodes, throw in reception (if you put a phase there as a staging point for holo-room it effectivly held) the marines can out-tech the aliens assuming they're half competent.

    Note, do not try this with newbs as they'll go 'woo HA/HMG thats what happend when you win!!! w00t lets go get me some kills. They then proceed to wonder off and get ganked by lurks/fades *sigh*

    As for processing you really shouldn't lose this position, even if the marines take their INTIRE force and re-locate spawns there you can rapidly nock down all but 1 of their res nodes which will make turrets expensive (especially the 2 siege guns required)

    The main point is that processing has 6 entrances into the marine siege location, basically if it becomes obvious they are doing a relocate to processing you should immidiately get 3 def chambers (what use is res if you cannot.... build)
    While doing this you should have all your skulks get in position in datacore, in the vent and in processing its self.
    Befor they get any kind of propper resistance there (ie 3+ spawns and a com chair and a Tf and 4 turrets)
    You ALL pour in kill them kill their spawns, 4 skulks on a spawn point and it won't last an eye-blink.

    If they've gone for a phase rush its even easer cos they'll have to have people at base.

    Where this goes wrong is you often:

    1) Don't have coordinated skulks, I rambo, I play alien, WTF am I gonna listen to YOU for.
    2) You don't spot the incursion into processing till too late, or someone spots it but fails to communicate.
    3) You're 3 gorge players are busy sitting under the 1st hive singing to each other or something <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    BlueGhost
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    I am amazed at how many people that just don't relize how important Processing is for the aliens...

    Besides the fact that there are four entry points...make it even harder to defend, and then they get jetpacks...

    When gorges learn to defend further away from the hive my job as skulk/lerk/fade will be easier <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    When I gorge, I try to defend outwards anyway <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • RainmanRainman Join Date: 2002-11-15 Member: 8820Members
    As with some others here, I'm kind of surprised by some peoples denial about how dominant a strategy it is for the marines to take processing early. I've personally seen it work pretty much every time it was attempted, except when most of the marines weren't listening to the com.

    Any half decent marine team can accomplish this, and the only defence for the aliens is if they secure processing first thing in the match. Even then it can be tough since the mariens can push into it from the holoroom. The big problem is that most aliens seem unaware of the importance of processing. The real unfortunate part is that it's not nearly as strategically important the the aliens. The only real reason to fortify it is to keep the marines out, since it's just a resource nozzle otherwise.

    The new reduced range for seiges won't help, since the difficulty isn't one siege getting two hives, it's one TF getting two hives. Any map with a spot like this is flawed. NO map should have a single location whose ownership decides the game.

    South loop on eclipse is similar, although to a lesser extent. If you build a TF in the right place you can build seiges to hit both Comp core and maintenence. I've won several times as com on eclipse by taking maint first, and then focusing all my attention on south loop. If the marines can hold south loop, they win the game.

    That can be tough to do (I've been on aliens before where we've been able to take south loop from the marines), but if they can, the mariens win. They just creep the turrets out around the corner and build the sieges, and that's it. I've seen some brutal fade vs. light marine battles in that little corner near comp core (from above) where the aliens do everything they can, but still lose the hive.

    Oh, by the way I'm not sure if the new seige ranges of 1.04 will still be able to accomplish the two hive seige point in eclipse.

    ANYWAY (sorry for the ramble) the new LOS rules for seiges should go a ways to resolving this issue, but at the base it's map design that's at fault and the only real fix will be a new version of the map.

    Rainman
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    By early, we mean the ENTIRE marine team except 1 guy RUNS to processing immediately. If aliens start with the far hive, it's almost impossible to stop due to:
    1) The entire marine force is moving together.
    2) You have a long way to run to get there too!
    3) Whoever said they go gorge and BUILD there is insane. By the time you're done gestating they'll have inf. portals up there. Not to mention that by the time you have res to build there they'll have it fortified.


    I've played on quite a lot of good alien teams thank you. Far harder to find a good marine team.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    One of the things I find very interesting and enjoyable about NS is that maps have particular areas that have great tactical importance due to their distance from hives, proximity to major transit routes, and so forth. South Loop in Eclipse and Mess Hall in Nancy are examples of this. The game often revolves around control of these map locations.

    Therefore, having recognized the tactical significance of a location, such as Processing as discussed above, I would suggest that the appropriate response is not the change the way weapons work (such as seige range) or change the map, but rather to apply your tactics in light of the importance of the location. Teams should adapt their tactics to reflect the map and weapon performance. If the marines win by capturing Processing and building a base there, then the aliens should endeavour to prevent this from happening. Any location from which a seige gun can reach two hives is a strategic location, and should be hotly contested.

    Rainman's arguement that Processing is important to the Marines but not the the Aliens is incorrect by definition. If a location is important to one team, it is by this very fact important to the other team.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Except that if marines can hold it for a mere minute at the beginning of the game, then they can hold it for the rest of the game (against anything close to equally skilled aliens). Remember, marines spawn faster, have ranged attacks, etc.
  • AnkanAnkan Join Date: 2002-10-31 Member: 1858Members
    The Seer that happend to me too! First time, and hopefully last one too... they built a base there, it took an hour before they got HMG's and 10 minutes later JP's... Hera is a fun map, one of the best ones.

    Siege cannons are actually kinda cheap - smash one up along with a turret farm and you don't have to do anything else. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited January 2003
    <!--QuoteBegin--FireWater+Jan 17 2003, 06:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Jan 17 2003, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its not that much of a problem, the aliens need to take out he siege,  if you can kill the marines how are you gonna win anyways?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Course not, it's no problem for a well excercised know what they are doing team of skulks. Especially if the skulks are on the ball and know they're going to try that sleazy trick. Skulks regularly take out entire marine spawns, especially when the marines are just as skilled as the skulks. I see it every day on the pub servers. Super skulkers totally lay waste to all marine opposition.

    It's not a given.

    Sigh! It's a basic problem with the map and sieges. NO location should be close enough of two hives to cover both. IF the map is edited a bit, extending the distance that the two affectd hives are from each other, the problem will be solved. Then the marines can't cheese around in one itty bitty little base but have actually to VENTURE OUT on the battlefield and fight mano y skulko to get two hives locked down.

    This strat effectively rewards marine turtling, since they can sit on their fat butts and let res build up while keeping frantic skulk attacks in check unless it's very good skulks vs. not-very good marines. And we dont want turtling do we?

    And you wonder why people bash clanners these days? Statements like that is just what makes people decide that clanning is mostly for arrogant people.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    <!--QuoteBegin--The Seer+Jan 17 2003, 04:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Seer @ Jan 17 2003, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On Hera, the Marines did something odd, they totally ditched their first base, then went straight to Processing. Our Hive wasn't in Delta or else it might not have worked, but this strategy is flawless about 2/3rs of the time. If they get a siege up in Processing, then all they have to do is sit back, and wait for their one resource tower to get them enough stuff to slowly take over the map. Sounds stupid, doesn't it? Our team was bashing them for over an hour, and we couldn't do a single thing to them, everytime we took out a factory, they re-built it, they usually always had at least two. So all we had was Archiving, we couldn't build anything in Delta or Ventilation.

    There was something odd, somehow their once resource tower made all of them always have a grenade launcher and a welder, and always enough left over to rebuild turrets and Turret Factories. Without fades, their plethora of turrets just pwned.

    The only defense I know is to go straight for Processing to build. Psh.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    seer, i was there that game, that was total bad. just bad bad bad bad bad. not cool.
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