Flayra, Quick Question.

Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
<div class="IPBDescription">about 1.1</div> In a recent post you said:

<!--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--> In v1.04, resource-rich 1-hive aliens should be able to offensive tower turret encampments (and siege), so they might be able to bust through all those turrets <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

I would like to ask what you mean by "resource-rich" does that mean they are going to get resources even faster now? If so this is devestating for the marines if they are getting up a hive very early in the game. If this has been posted or beaten to death please say so, hold your flames.


-Thanks

Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    no, it simply means that if an alien team has alot of RPs they will be able to affrd to take down a turret farm with a large number of OCs
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    I always thought one big problem with turret farm + 1 siege in 2 hives, locking the aliens down, was that no proper forward could be established. With the LOS siege, this could change, and if siege has a MINIMUM range, now that changes everything.

    Forwards with 8 DCs should heal lerks very quickly, and the moment the marines let their guard down they'll be facing an infestation.

    P.S I'm just guessing the way to bypass siege in the farm itself is to give it a minimum range, I didn't hear any rumours.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    minimum range would be good.

    Like the French Grand Cannon from Red Alert 2.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    I believe building close will result in the sieges firing and hurting themselves as well as the enemy building.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    That's a fantastic idea. Just like marine grenades can hurt only themselves, maybe sieges can only hurt themselves too? Not a major issue, but would be neat nonetheless.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    hmm, minimum range for seige would be quite interesting. But although it sounds like it would really change things I don't think it would that much. All the marines would have to do is place 2 sieges at a distance apart from each other so that they could cover each other. It would only maker it slighty more difficult for the marines to "lock down" an area.
  • SrCumferenceSrCumference Join Date: 2002-11-01 Member: 3740Members
    Although it would make sense to put two cannons to cover each other, it would also make sense to build two turret factories, but people never do that.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    Hey what about nerfing blink, lerks spikes and making skulks easier to hear? Jeez, I would like to see some nerfs on Aliens as well please, instead of making them uber invincible soldiers of death. Marines don't exist just to be shamelessly killed.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    I haven't had too much luck with trying to offencive turret against siege reinforced turret implacements with gorges in 1.04i.

    Problem is the gorge has to deal with this.
    1. Get through sentry turret screen.
    2. Get through Marine infantry defences (with skulk support, naturally)
    3. Place chamber next to siege. Siege blows it up. Gorge dies to siege shockwave.
    4. Commander rebuilds seige

    Perhaps with some refining this tactic would work... so far in 1.04h however my experience has been that you must secure the hives before the marines do. Somehow, Marine phase rushes seem to be even quicker than they are in 1.03! As a result, I usually am absolutely forced to put down offencive chamber defences prior to building the second hiive.

    I had a nice demo of this in action, but for some reason it loads the wrong map when I play it.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    siege cannons are buggy enough as is, no need to muck them up more. But it does help people out who can't teamwork, so I can understand the need.

    [rant] gosh, who'd have ever thought 5 carapaced skulks getting through the turret farm, losing only one skulk, and chomping the TF losing 1-2 more, would be so easy. Too bad no one ever works together on pubs [/rant]
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    If I could get these demos to work right, I could show you a few where entire teams of organized skulks are gunned down by one or two marines as they attempt to rush turret encampments.

    However, this is assuming your conviction can be swayed, which I'm not holding my breath about.
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    >> In v1.04, resource-rich 1-hive aliens should be able to offensive tower turret encampments (and siege), so they might be able to bust through all those turrets

    Uh, Flay my good man, that's a nice idea, but it ain't happening.

    How are OCs *ever* meant to break through sieged turrets?
    You cant put the OCs anywhere near the turret camp, coz they will go boom as soon as the marines realise, maybe sooner.

    And if the gorge could just saunter up and put a chamber in the face of the siege, uh, did the gorge really need to? Maybe the aliens could hire a boyscout to beat it up for them instead?
    Heck if a gorge could just walk into my turret/marine farm I would consider retiring my career as a turret-placer.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I took it that the siege blast can hurt the turret itself. Skulks can run in and distract the turrets while a gorge plops an offense tower right next to the seige. (haven't tried this yet, but here's hoping it works)
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    >> Skulks can run in and distract the turrets while a gorge plops an offense tower right next to the seige

    NNNNNNNNNNNNNNNNo they can't!!

    lol.

    Many extra points to the team that manages this in a clan war <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    the old premise is that even if the aliens held every node on the map, if the marines held 2 hives the aliens coulnd't do a thing.

    Now, you can spend those extra RPs by dropping chambers next to siege cannons, who will then proceed to blow themselves up.

    Putting down 2 siege cannons only makes them suicide quicker, remember the blast is huge <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    A possible solution is to reduce the seige splash radius, allowing the gorge enough time to jump out of the way, or a delay between the time the structure is placed and when it is destroyed by the seige. In that way, chambers can be used as a deadly weapon against marines.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Ahnteis+Jan 23 2003, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 23 2003, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I believe building close will result in the sieges firing and hurting themselves as well as the enemy building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'd say that'd make sense, since we can already build in marines buildings...since the change does say ALL entities can damage each other...in other words, if you do things right, even their turrets can hurt each other.... <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> + <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and no more guns <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    <!--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-->- All entities can hurt themselves (allows 1-hive alien team to battle siege, figure it out...)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Note - can hurt themselves, not all friendly structures. So a siege can hurt itself, but won't hurt anything else.

    So, basically, I would be very surprised if this makes any difference at all. Might be interesting to try and destroy a siege by dropping chambers next to it, but I think more practical to just bite it.
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--JusticeBlade+Jan 23 2003, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JusticeBlade @ Jan 23 2003, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey what about nerfing blink, lerks spikes and making skulks easier to hear? Jeez, I would like to see some nerfs on Aliens as well please, instead of making them uber invincible soldiers of death. Marines don't exist just to be shamelessly killed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nerfing BLINK?

    blink hardly ever works for me, anymore. And I look up/down, crouch, jump, all at the same time, it doesn't always work.

    Lerk's spikes are damn fine in my opinion, they can take marines down pretty fast, and that's a good thing. takes a bit too many for turrets.. which i thought was their hole reason for existance.. but, what can you do?

    skulks are easy to hear. turn up your volume or wear headphones.. besides, you have motion tracking probably in 85% of the games you play... and aliens are supposed to be the "hidden danger" type of attackers
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    if siege next to wall, go other side and drop down 3 chambers (doesn't matter which) as close to wall as possible and run. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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