Exploit or not? I don't think it is because to do it you need to have it safe enough for the gorge to get in and buld the OC, and keep it alive, and the marines can stop it by building a siege. What do you think?
I wouldn't call it an exploit....all a marine has to do is go behind it and kill the gorge, unless there are fades or skulks nearby that could stop that marine. But wouldn't the OC just constantly switch around between phases? That would be wierd. Plus, like you said, sieges would rip it apart. Although, if a gorge put it on an IP, well, yeah, that is extremely crappy.
I happen to think building chambers on top of resource towers is valid, it's a tactical way of (at least temporarily) denying your opponent that resource, and its not like its impossible to remove.
<!--QuoteBegin--xioutlawix+Jan 20 2003, 07:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xioutlawix @ Jan 20 2003, 07:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I happen to think building chambers on top of resource towers is valid, it's a tactical way of (at least temporarily) denying your opponent that resource, and its not like its impossible to remove.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not a good way of looking at this.
Instead think of it this way. If you can put a def tower on a res node. Why not put it nearby with a couple of OCs then plant the res node. Or just plant the res node itself.
The res node costs 8 more than the def node and when completed will give you resources. It ALSO temporarily denys the opponent that resource node. Much better than a defencive chamber...
Gorges that build any structure other than a resource tower on a res node are the same guys that hop in the Comm chair as marine and spam the base with insertion points then leave the game. Their intent is to hinder or cripple their own team.
EDIT: Oh yea. And it is impossible for an alien to remove the defensive tower from the resource nozzle. It would require a marine to remove the tower. And once the marine removes the tower they will cap it. It is a net loss of resources for the aliens.
can a marine pahse in when theres a chamber on it? Does he get stuck? If so i think this is an exploit. Phase gates have armor points for a reason. If the dev's wanted you to be able to deactivate a phase gate with the press of a button they would have put the armor points to 10 or something. You should have to work to be able to get that phase down.
If however, the marine can phase in and doesn't get stuck i think this is a valid tactic and just as useful as building the OC near the phase, something I always do when my team is locked down to one hive. It's great taking back an entire hive with one gorge because the comm was too busy to throw down a pre-emptive siege. Usually I need skulk backup but sometime i can do it bymyself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I think he just cant use it, they think its been destroyed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->. I did this today, for the first time..& got our hive back. I've been thinking to use some rather evil tactics to poor webbed marines, web them and build OC on them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->.
lame. remind me to map out the spawn locations for hives so I can pile CCs on them.
games are supposed to be fun for both teams. if you had any common sense and honor you would play the game as it is intended so everyone can have a good time in a fair match.
how much time will the devs have to spend to fix these ridiculous "strategies" people come up with?
Ya know.. Whenever I'm a gorge and put OCs on phase gates or IPs, it doesn't block them. Sometimes on IP the first marine will be stuck for a second, but then the tower will sink and he'll be free. So I don't see the problem.
Well, the blockign of phase gates is a valid strategy, but the fact that the Aliens can use that phase to get into the mairne base while it is blocked is kind of lame. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Stack two OC's on top of each other in the middle of the PG. Blocks them everytime. Easy to do in 1.04, as you don't risk gating any longer (use key needed to phase).
However, if there is 3-4 turrets there, the OC's don't live long.
As far as I'm concerned, it's as valid and non-exploitable as plugging doorways with CCs are. If consider the plugging of IPs and Phasegates and Resource Nodes as completely legit, then Turret Farms, CC spamming, exploiting double siege points, phase rushing, and hitbox bugs are valid too. After all, it's all part of the game, and intentionally causing clipping errors is pretty low.
It doesn't even make SENSE. The chambers should be telefragged. After all, they're nothing but sacks of tubes and blood, just like the marines.
well if a gorge can just waddle into a marine base, and plant a OC on the ips, then the marines MUST suck..... but hitbox bug? now thats just evil......
I've not had it happen to me... but I think it would be pretty lame. I'll decide when someone does it.
What would be cool though... If you could build an O chamber, hit the use button, and have it phase into the marine spawn. HA! It would be cheap and a mean thing to do... but ya gotta admit, the first time that'd happen it would be hilarious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
You can't put chambers on IPs; it sinks and the marines are free.
Putting chambers on phases is a two way arguement. The only bad thing about it is very hard for marines to actually stop it. Also the damage it causes for the marine team.
Most of the replies seems to think that all that's happening is that a single gorge runs up, drop a chamber and start building it. That is NEVER the case. What is going on is one of those alien team efforts to take a hive and/or stop a siege point. 3-4 skulks rush in being healed by the gorge and drawing fire-- gorge hops up to the phase and drop a chamber; builds it for about 2 secs;jumps around for 2 secs dodging bullets and healing some more; hops back and finish the chamber. Meanwhile, the skulks should of killed some of the marines by now and lose some of their number. While the rest of the team reaches the combat zone, the marines are inable to reinforce their position due to the chamber blocking the phase and lose a lot of resources.
Even if the gorge dies, if the chamber goes up, the aliens will have enough time to reinforce and overrun the phase before the marines can kill the chamber.
I'm discounting siege since any idiot gorge that runs up to a siege and builds deserves to be blast to tiny particles. Turrets aim worse than a noob marine, but they give okay coverfire, but in situations like this, it's likely not enough to change the tide.
IMHO, this tactic goes under the cheesy tactics list.
Note: It's obsenly easy to take a fortified non-siege hive with this tactic with two gorges and at least one skulk.
Hmmmm.....I was just thinking. Wouldnt it be more effective to place some other kind of chamber other than a OC? A DC(or 2) will block just as well but will not destroy the gate in the process.
Yes i have also had them sink through on me. i must be placing them wrong or something.
off topic: the other day when i evolved from skulk to fade i fell through the floor myself. i was trapped under there and had to type kill. the floor between sub-space and mess hall. Love the sinking, NOT.
<!--QuoteBegin--Stoneburg+Jan 20 2003, 07:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Jan 20 2003, 07:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yar, what the boytoy... errr... bigtoy said.
And what's the exploit in building on top of PG's or IP's? I don't see any problem with it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I just realized from reading the topic of this that I posted a rant on building over res noozles. In my opinion there is NO problems with a gorge building a tower on top of a marine structure.
If the marines let the gorge get that close to vital structures they deserve what they get.
Never had the PG go inactive by placing an OC on it, nor have I seen Marines get stuck when spawning on a turreted IP. Either it is very rare or it's a Windows thing (I only play on a Linux server).
Gonna try stacking two OC's on the phase next time to see if it does block it.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
This thread sounds startlingly similar to the older 'overgrowing elevators/doors is exploiting!' threads. Which were rendered invalid when the dev team out and out said that it was a valid tactic.
If anything, if a Gorge manages to get in and overgrow one of the Marine bases/PGs... that's the Marines' fault. They should have defended their bases a little more fully. And if it WAS defended, I'd be more for congratulating the Gorge on a superior bit of gameplay to get past all the turrets, kill any present Marines, and still have TIME to plant a chamber so precisely. Though I'd be more one for dropping a Sensory. Harder to kill, keeps the PG alive, and nails any Marine who manages to blip through it. Of course, with how useless Sensory has gotten in 1.04 (yes, even MORE useless than now with the cruddy new cloaking), this won't be near as viable of a strategy when you HAVE to leave Sensory to being last-Hive-only, if you even _bother_ building it for the Scent of Fear to root out hiding Marines.
Oh... and in 1.04, a gorge who builds right next to a sentry will be called 'intelligent'. Because sieges do damage to themselves (though not other surrounding Marine structures). Run in, drop a DC next to it, Siege kills itself. May have to do it twice, if you're too lazy to chomp/spit it down the last little bit.
Emmmm Talesin, if you bind a key to building a DC or an OC you can run in with carapace, plant the ****, and leave. That's why the marine spawn building spam is so effective, because gorges can just crap out buildings.
Planting offence chambers on top of a phase gate to block it (yes it is possible), is the mark of a good gorge, and an organised alien team. Because:
1) Building there and not dieing with turrets defending the phase is hard. 2) Placing the OC's there is hard (without phasing through, or screwing up the offence chamber placement). 3) Unless there are 4-5 lvl 3 carapace skulks drawing fire of marines/turrets, mr gorgee will die within 10 seconds. 4) The gorge needs to have enough resources to spam offence/defence chambers to ensure the success of the rush. 5) This raid has to be all organised before the marines get a siege up at the phase gate location, which is very probable when its in a hive.
Try doing this as a gorge, without backup, and the marines will have gorge blubber for the victory feast.
Currently, in v1.03, this sort of rush is the one of the very few tactics which can turn the tide of the game towards the aliens.
Comments
Not a good way of looking at this.
Instead think of it this way. If you can put a def tower on a res node. Why not put it nearby with a couple of OCs then plant the res node. Or just plant the res node itself.
The res node costs 8 more than the def node and when completed will give you resources. It ALSO temporarily denys the opponent that resource node. Much better than a defencive chamber...
Gorges that build any structure other than a resource tower on a res node are the same guys that hop in the Comm chair as marine and spam the base with insertion points then leave the game. Their intent is to hinder or cripple their own team.
EDIT: Oh yea. And it is impossible for an alien to remove the defensive tower from the resource nozzle. It would require a marine to remove the tower. And once the marine removes the tower they will cap it. It is a net loss of resources for the aliens.
And what's the exploit in building on top of PG's or IP's? I don't see any problem with it.
If however, the marine can phase in and doesn't get stuck i think this is a valid tactic and just as useful as building the OC near the phase, something I always do when my team is locked down to one hive. It's great taking back an entire hive with one gorge because the comm was too busy to throw down a pre-emptive siege. Usually I need skulk backup but sometime i can do it bymyself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
games are supposed to be fun for both teams. if you had any common sense and honor you would play the game as it is intended so everyone can have a good time in a fair match.
how much time will the devs have to spend to fix these ridiculous "strategies" people come up with?
ugh.
However, if there is 3-4 turrets there, the OC's don't live long.
It doesn't even make SENSE. The chambers should be telefragged. After all, they're nothing but sacks of tubes and blood, just like the marines.
but hitbox bug? now thats just evil......
What would be cool though... If you could build an O chamber, hit the use button, and have it phase into the marine spawn. HA! It would be cheap and a mean thing to do... but ya gotta admit, the first time that'd happen it would be hilarious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Ravlen
Putting chambers on phases is a two way arguement. The only bad thing about it is very hard for marines to actually stop it. Also the damage it causes for the marine team.
Most of the replies seems to think that all that's happening is that a single gorge runs up, drop a chamber and start building it. That is NEVER the case.
What is going on is one of those alien team efforts to take a hive and/or stop a siege point. 3-4 skulks rush in being healed by the gorge and drawing fire-- gorge hops up to the phase and drop a chamber; builds it for about 2 secs;jumps around for 2 secs dodging bullets and healing some more; hops back and finish the chamber. Meanwhile, the skulks should of killed some of the marines by now and lose some of their number. While the rest of the team reaches the combat zone, the marines are inable to reinforce their position due to the chamber blocking the phase and lose a lot of resources.
Even if the gorge dies, if the chamber goes up, the aliens will have enough time to reinforce and overrun the phase before the marines can kill the chamber.
I'm discounting siege since any idiot gorge that runs up to a siege and builds deserves to be blast to tiny particles.
Turrets aim worse than a noob marine, but they give okay coverfire, but in situations like this, it's likely not enough to change the tide.
IMHO, this tactic goes under the cheesy tactics list.
Note: It's obsenly easy to take a fortified non-siege hive with this tactic with two gorges and at least one skulk.
off topic: the other day when i evolved from skulk to fade i fell through the floor myself. i was trapped under there and had to type kill. the floor between sub-space and mess hall. Love the sinking, NOT.
And what's the exploit in building on top of PG's or IP's? I don't see any problem with it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I just realized from reading the topic of this that I posted a rant on building over res noozles. In my opinion there is NO problems with a gorge building a tower on top of a marine structure.
If the marines let the gorge get that close to vital structures they deserve what they get.
BTW, I am no boytoy.
Gonna try stacking two OC's on the phase next time to see if it does block it.
If anything, if a Gorge manages to get in and overgrow one of the Marine bases/PGs... that's the Marines' fault. They should have defended their bases a little more fully. And if it WAS defended, I'd be more for congratulating the Gorge on a superior bit of gameplay to get past all the turrets, kill any present Marines, and still have TIME to plant a chamber so precisely. Though I'd be more one for dropping a Sensory. Harder to kill, keeps the PG alive, and nails any Marine who manages to blip through it. Of course, with how useless Sensory has gotten in 1.04 (yes, even MORE useless than now with the cruddy new cloaking), this won't be near as viable of a strategy when you HAVE to leave Sensory to being last-Hive-only, if you even _bother_ building it for the Scent of Fear to root out hiding Marines.
Oh... and in 1.04, a gorge who builds right next to a sentry will be called 'intelligent'. Because sieges do damage to themselves (though not other surrounding Marine structures). Run in, drop a DC next to it, Siege kills itself. May have to do it twice, if you're too lazy to chomp/spit it down the last little bit.
1) Building there and not dieing with turrets defending the phase is hard.
2) Placing the OC's there is hard (without phasing through, or screwing up the offence chamber placement).
3) Unless there are 4-5 lvl 3 carapace skulks drawing fire of marines/turrets, mr gorgee will die within 10 seconds.
4) The gorge needs to have enough resources to spam offence/defence chambers to ensure the success of the rush.
5) This raid has to be all organised before the marines get a siege up at the phase gate location, which is very probable when its in a hive.
Try doing this as a gorge, without backup, and the marines will have gorge blubber for the victory feast.
Currently, in v1.03, this sort of rush is the one of the very few tactics which can turn the tide of the game towards the aliens.