Bug Or "weird Strategy"?
BrainWorm
Join Date: 2003-08-27 Member: 20280Members
<div class="IPBDescription">locking IPs</div> Ok that was funny and weird at the same time.
We were gorges, we approached the Marine Start putting up Sensorials and walking slowly to avoid Montion Tracking. Marine start were fairly protected by 3 or 4 turrets.
We finally got to the middle of their base without been detected (Mariners were busy at frontline).
So ... well ... we planted a DC right at each IP (2) and kept healing/building it as fast as possible, when they were done we both started attacking the TF to get rid of the turrets (to little to actually kill us).
In a few moments, the mariners that died at the frontline spawned but ... were stuck!!
Initially they shot at us gorges (we were visible attacking the TF and healing each other) to no avail, so more mariners kept dying at frontline and no one did yet reallize what we did. Since the mariners were stuck right at the IP, when a new one reinforced he telefraged the one already there, and by the time this one starts shooting a new one telefragged, so little damage from mariners, and little damage from 3 or 4 turrets (which obviously were not aiming at one of us, so I assume each were bein hit by 1 or 2 at a time, since we were out of sight behind buildings some times)
Well .. by the time comm realised that, they had only a couple of mariners alive. He sent them to get us but we killed them (naturally at this time other aliens joined at marine start for the party) ...
Game over. Only Comm alive, mariners cannot spawn (they spawn stuck and die right away)
So ... do you think that locking a IP with a chamber is cheat or a weird allowed strategy? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
It is certainly difficult, and this time Marine start was pretty much open, but I certainly will try this whenever I find a deserted Marine Start.
We were gorges, we approached the Marine Start putting up Sensorials and walking slowly to avoid Montion Tracking. Marine start were fairly protected by 3 or 4 turrets.
We finally got to the middle of their base without been detected (Mariners were busy at frontline).
So ... well ... we planted a DC right at each IP (2) and kept healing/building it as fast as possible, when they were done we both started attacking the TF to get rid of the turrets (to little to actually kill us).
In a few moments, the mariners that died at the frontline spawned but ... were stuck!!
Initially they shot at us gorges (we were visible attacking the TF and healing each other) to no avail, so more mariners kept dying at frontline and no one did yet reallize what we did. Since the mariners were stuck right at the IP, when a new one reinforced he telefraged the one already there, and by the time this one starts shooting a new one telefragged, so little damage from mariners, and little damage from 3 or 4 turrets (which obviously were not aiming at one of us, so I assume each were bein hit by 1 or 2 at a time, since we were out of sight behind buildings some times)
Well .. by the time comm realised that, they had only a couple of mariners alive. He sent them to get us but we killed them (naturally at this time other aliens joined at marine start for the party) ...
Game over. Only Comm alive, mariners cannot spawn (they spawn stuck and die right away)
So ... do you think that locking a IP with a chamber is cheat or a weird allowed strategy? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
It is certainly difficult, and this time Marine start was pretty much open, but I certainly will try this whenever I find a deserted Marine Start.
Comments
EDIT: hmm, apparently marines had MT, therefore there WAS an obs in base? How did you manage to sneak in then? I'm guessing no marines died for a while and noone was guarding base. Well, i guess that'll teach the comm not to rely purely on turrets for defense.
PGs were a lot easier to access, and while they should not be left undefended, the IPs are assumed to be in a WELL-PROTECTED place. Usually with an Observatory nearby, to stop cloak-walking in.
I'd congratulate you, and smack my teammates and Comm around some if I were one of the jarheads in that game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
(edit)Though a few things don't make sense... firstly, even slowly walking is enough to reveal you on MT, unless you're in the effect range of an SC... at which point it doesn't matter if you walk, run, or bounce up and down chuckling. MT won't see you. Secondly, when you build a new structure in a cloak-field, it is visible (and firable-upon by turrets) for a few seconds. Thirdly, unless you were just *assuming* that they had motion tracking, they likely had an observatory in-base. Which would de-cloak you anyway. I might understand though, as I *have* been in a game where the Obs was dumped down at a double resnode, instead of in the main base.(/edit)
I already did this one when we were attacking putting OC on the IP. We were gonna win anyway (a gorge wont be at the middle of marine start putting OCS if not) but it did have a nice impact, not decisive, but funny <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I suppose that a daring gorge can enter w/o sensorial, using celerity and carapace/regeneration, and build OC/DC at their IP. Even it the gorge dies afterward, it will create a nice mess on their base if they dont have sieges (since normal turrets will take a while to beat the chamber).
Obviously this is only usefull if mariners are dying a lot. If the IP is not used, there is no point blocking it lol
But if the server was cool with it.. nicely done...
Though to be fair I should say as long as the server had /stuck... then it's cool... if not, it's a little cheap..
Yes I would be seen by MT but mariners that spawned at mariner start were hurring to the PG to frontlines, so they never saw me anyway. I was more worried from the turrets hitting us. They did hit the SC but a couple of turrets will take a long time to destroy a SC, and we needed only a few moments to get near the IP w/o being hit.
Comm could have used observatory and he didn´t, I´m pretty sure he had one, so I suppose he actually did NOT see his turrets firing at the chambers at marine start until we already had killed some mariners, keep in mind they were all hurring to frontlines, I don´t know what was going on there but im pretty sure they were busy. Comm prolly didnt realise that the "turret firing" was not the ones at frontline but the ones at Marine Start <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Since we did not start attacking (so he did not get the warning for being under attack) until the DCs were placed.
I can imagine us having the same sucess (if I know the turrets were going to be that uneffective and comm would take that long to send help to Marine Start) w/o the SCs.
I do not belive I deserve any credit for that (er, marines do deserve credit for been careless), as I said it was an undefended Marine Start, I posted here just to see your oppinion about blicking IPs <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
p.s.: The server had /stuck, but its that one who says "teleporting in 5 secs" hahahaha ... too long <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
nyuk nyuk ....
ICHIRO ICHIRO
I believe he is trying to say sensory O_o
Since you seem to have trouble reading and comprehending my post I will restate one more time in a different way in hopes that you can grasp it.
I don't have a problem with camping aliens/marine spawn and killing them, what I do have a problem with is camping them in such a way that you aren't actually killing them... you just trap them in your chamber (thanks to buggy code) so they get killed by their spawning companions.
O and btw
<!--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-->would only see it as an exploit if u actually build in the ip but as u didn't, nice strategy <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is another example of the fact that you need to learn how to read seeing as how he clearly said that the marines were stuck (thanks to the chambers he would have to drop ON the ips to make the marines get stuck) when they spawned.
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lets put it this way... if the server admins don't throw a hissy fit over it, it's not an exploit ^~ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats actually how I determine what I can and cannot do when presented with a situation where something might be considered an expliot.
I don't see building on Marine IPs an exploit, as the gorge is spending the time and effort on performing said task, and the res on the structure.
From the 2.01 final changelog: O ... Structures however can still block a phase gate, though this will likely change in a future version.
Phase gates and IPs are quite parallel, so I would expect the IP blocking to also be impossible in the future.
Actually that makes it an accepted exploit. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
A phase gate will telefrag an enemy standing on it, but the code is in there to allow a structure NOT to be telefragged. Note the 'change in the future'. Which makes this kind of blocking just as acceptable as chamber-stacking to close off an elevator... which was another hotly-contested topic for its time, but received the thumbs-up from the dev team, finally (hopefully) putting debate over it to rest.
So. If blocking a phase is acceptable, why would blocking an IP not be? If anything, /stucking could be considered an exploit. Distress beacon is the counter to it, just as sieges were the counter to an overgrown elevator.