Command Chair Blocking

UltimateBattleGorgeUltimateBattleGorge Join Date: 2003-09-26 Member: 21229Members
<div class="IPBDescription">Is it an exploit?</div> If the commander drops CC's to block the entrance to their base to stop onoses from overrunning themis that an exploit? What are your thoughts? More importantly though, Is it an offically recognized exploit? Thanks.

Comments

  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    It is not an exploit. Each chair costs res, and they can be destroyed. However, CC walls are discouraged on many servers, and doing so may be grounds for a ban. The rationale is that if you need to resort to a structure wall, you've lost the game anyway, and you're needlessly dragging it on with a cheap tactic.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Exploit? No.

    Lame as hell? Yes.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    <!--QuoteBegin--Mintman+Sep 26 2003, 03:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Sep 26 2003, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Exploit? No.

    Lame as hell? Yes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OC cost = 10 res
    CC cost = 25 res (corret me if im wrong)

    how is it lame to block?

    aliens can do exactly the same thing but their blocks can heal/shoot/teleport/give adren and are much cheaper.

    if a comm decides to use CCs to block something then fair game he can do what he wants, its only when comms use it to deliberatly be "lame" that it becomes a problem.
  • UrdUrd Join Date: 2003-05-25 Member: 16696Members, Constellation
    <!--QuoteBegin--deaths_hand+Sep 26 2003, 03:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deaths_hand @ Sep 26 2003, 03:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aliens can do exactly the same thing but their blocks can heal/shoot/teleport/give adren and are much cheaper.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They also die more easily. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    electric tf walls are funnier <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    Don't we have this exact same question posted somewhere in the archives?

    Search is your friend, peoples.
  • a8085a8085 Join Date: 2002-11-24 Member: 9775Members, Constellation
    How about if the comm drops some TFs to block the escape route when a onos runs into a small corridor? If the celing is too low that the onos will not be able to jump over the TF when trying to escape. Even if the onos can jump over it, it will still take extra time. In some cases, the TF will drop exactly on the onos making him stuck. This happens quite a lot on the server I go. Comm can recycle the TF so if the marines are lucky, the can kill a onos with just 10res. Is this a exploit?
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--a8085+Sep 26 2003, 09:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a8085 @ Sep 26 2003, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about if the comm drops some TFs to block the escape route when a onos runs into a small corridor? If the celing is too low that the onos will not be able to jump over the TF when trying to escape. Even if the onos can jump over it, it will still take extra time. In some cases, the TF will drop exactly on the onos making him stuck. This happens quite a lot on the server I go. Comm can recycle the TF so if the marines are lucky, the can kill a onos with just 10res. Is this a exploit? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think someone in this forum mentioned that little trick with TF trapping. I thought it was funny and I had one good opportunity to do this on ns_lost and it worked. It was so funny.

    I wouldn't worry about it being an exploit or if someone thinks its lame. If its codemned by the devs then don't do it. If its prohibited by the server don't do it. Otherwise, just have fun. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    edited September 2003
    In terms of blocking yourself in base, walls are quite useless for how much they cost, and are going to succeed only in annoying people (which is reasonably kick/bannable on some servers). Blocking an escape path with one or two buildings is in the grey area; yeah, you'll actually achieve something that might be reasonably worth the res, but don't be surprised if you get booted for it if an admin doesn't see it as fair play.
  • MuntermanMunterman Join Date: 2003-09-25 Member: 21215Members
    <!--QuoteBegin--deaths_hand+Sep 26 2003, 03:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deaths_hand @ Sep 26 2003, 03:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    aliens can do exactly the same thing but their blocks can heal/shoot/teleport/give adren and are much cheaper.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the difference between an oc block and a cc block is a rine can jump the oc (even in ha) while hte onos is screwed
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited September 2003
    Plus, an unbuilt CC has health equal to a built hive. Imagine aliens being able to throw a non-functioning hive down in the middle of corridors to block marines. Marines would take forever to knife it down, and it would actually cost the aliens more resources (35, 40, or 45, depending on which version it is, compared to 25 for a CC). Now, if aliens could do this, would marines be upset? Of course they would. Also, placing a CC doesn't even require that anyone be in the area, just that the comm take 2 seconds to view that part of the map. An unbuilt CC becomes an instant obstacle, while any unbuilt alien structures are easily killed.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    I sometimes do this when I comm but only if it's justified, for example the vent in rine start on bast can be welded shut but the map maker was kind enough to leave a convenient little window for the aliens to shoot stuff through which makes welding it shut a bit pointless cos as soon as you do a gorg/lerk will go up there and spam away. I usually get round this by putting 2 CCs in the vent to make sure that doesn't happen.

    I got called lame for doing this but I had taken the trouble to get it welded shut so I expect to gain something by doing so but putting CCs up to block a corridor is lame I will agree.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    edited September 2003
    I saw this done last night in a game. The com dropped a CC in front of about 4 OC's and blocked their fire so we could dispense with business and I thought it was pretty lame.

    Then on another map, the com dropped two CC's in front of our last res tower so the fades couldn't acid rocket it. It worked like a charm, not that we won the game, but it did drag it out another 40 minutes....yawn.

    Overall...it only borders on an exploit, but only because it's allowed within the rules of the game. It certainly is a cheap tactic and I'm all for the rules being changed. It just starts with way too many hit points. You could lower the placement hit points to say 1000 and STILL have the same build time.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited September 2003
    A CC actually has 10k health. A hive only has 6k health. I don't know why this is. A chair is easily replaceable and it doesn't tie any upgrades to it. I think before 2.0 was release the chair HP was raised. Another ? right there. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--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--> Imagine aliens being able to throw a non-functioning hive down in the middle of corridors to block marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually since the CC itself can't be recycled you actually screw youself a passageway as well. yesterday a comm blocked the gen elevator path and we couldn't get through unless we boosted which would leave 1 man behind to wait to phase instead. Skulks and lerks shouldn't have a problem getting by. Onos can't even get by anything higher than a TF, though if you back up and run the onos can get over TFs. And gorges can boost themselves with a structure, but I see no need for a gorge to go into a marine base. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--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-->I saw this done last night in a game. The com dropped a CC in front of about 4 OC's and blocked their fire so we could dispense with business and I thought it was pretty lame.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A CC is 25 res (or is it 20 now?). That's 2 shotties and welder. Heck that is more than a GL. In the case that you can't kill the OCs in time and meet up with the enemy would it be better to deal with them with a shotty or HMG instead? Also, the CC can't be recycled so its a hulking useless piece of metal in a hallway when things are done. Weapons? If a marine player dies in base, it will be recovered. If he dies ina group it will be recovered. If the marine dies ALONE and NEAR base it will still be recovered. So what's more cost effective? A CC or two shotties?
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    it depends on where you do it, some people will freak out if you do anything out of the ordinary. *cough*hellzkitchen*cough*

    anyways... make sure its worth the money, dropping a cc to block a vent that marines are building a siege in is not only legal, but funny as hell. so i would say go for it. spending your last res on a 'just in case' cc five minutes into the game is dumb.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    ZERG: An <u>unbuilt</u> CC has 6000 health. That means the comm can drop it with no marines around and it will have that much health instantly. That is a big reason that it is a problem.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--a8085+Sep 26 2003, 09:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a8085 @ Sep 26 2003, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about if the comm drops some TFs to block the escape route when a onos runs into a small corridor? If the celing is too low that the onos will not be able to jump over the TF when trying to escape. Even if the onos can jump over it, it will still take extra time. In some cases, the TF will drop exactly on the onos making him stuck. This happens quite a lot on the server I go. Comm can recycle the TF so if the marines are lucky, the can kill a onos with just 10res. Is this a exploit? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If memory serves me, I recall reading that electrified TF walls were an acknowledged, valid tactic used in beta-testing 2.0. That doesn't mean it's automatically okay on all servers. And as others have mentioned, there's a big difference between builiding and upgrading a structure, and just dropping a chair that starts unbuilt with a bloody lot of health.

    Dropping structures on an alien is an exploit. The devs have worked hard to prevent "stuck" issues, and purposely causing one obviously goes against their design. Blocking an escape route with unbuilt structures is a matter of local server policy.
  • MendevelMendevel Join Date: 2003-09-27 Member: 21274Members, Constellation
    CC exploit is useful if done right but can be cheap:

    On ns_bast we had engine hive, and the marines did the whole seige from vents trick we responded by sending two pronged assaults from the multiple entrances.... only to be blocked by a comchair on one side, the marines witht shotguns and only one narrow vent for the enemy to come from,took down the hive easily, all too easily. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--ZERG!!+Sep 27 2003, 10:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Sep 27 2003, 10:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->I saw this done last night in a game. The com dropped a CC in front of about 4 OC's and blocked their fire so we could dispense with business and I thought it was pretty lame.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A CC is 25 res (or is it 20 now?). That's 2 shotties and welder. Heck that is more than a GL. In the case that you can't kill the OCs in time and meet up with the enemy would it be better to deal with them with a shotty or HMG instead? Also, the CC can't be recycled so its a hulking useless piece of metal in a hallway when things are done. Weapons? If a marine player dies in base, it will be recovered. If he dies ina group it will be recovered. If the marine dies ALONE and NEAR base it will still be recovered. So what's more cost effective? A CC or two shotties? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Who said the OC's were alone? He wanted to build a Phase Gate at that location and we were being skulk rushed. Instead of messing with the OC's and possibly losing all those nifty weapons we had, we were able to concentrate fire on the skulks and the mission was smooth as glass. If you take into acccount the amount of ammo used, health pack spam to counter the OC's damage and the general chaos that insues when combined with a skulk rush, the 20 points was probably well spent.
  • ReconRecon Join Date: 2002-12-11 Member: 10583Members
    spam cc's on the lift on hera, squash those onos/skulks like bugs whilst hitting the lift button from inside a cc behind ur wall of cc's on the lift... Is that cc abusing?
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