Ns_bast

MazerMazer Join Date: 2003-10-30 Member: 22126Members
<div class="IPBDescription">sealing vent does no good</div> I just got done playing a game on ns_bast as aliens
The marines sealed the vent that is near their original base becuase we were harassing them with lerks and fades.
But the harassing sufficed because there was still a crack in the "door" that sealed the vent off. It made it even harder for them to kill us in there and we ended up winning becuase of acid bomb spamming through the crack.
Is that crack meant to be there after supposedly sealing it off? If it is or isn't I still think it should be taken out becuase sealing it off should give the advantage to the marines, not the aliens.

I wasn't sure where to stick this post so I just put it in general

Here is a pic of the place I'm talking about

Comments

  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    Your right about the slit being utterly horrible on gameplay.

    But another thing that needs fixing: pushing +use on it opens and closes it even after welded. This makes having the vent there completly useless.
  • XiileXiile Join Date: 2003-02-22 Member: 13818Members
    Did you just find that out? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    Me? No. But I never decided to post about it on the forums, glad he brought it up.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    All your problems can be easily solved for 20 res.
    Just drop a comm chair in that vent and that pesky lerk will be going nowhere fast.
    If there is a dedicated skulk eating through it, have a marine go around through the rotating door and build a turret factory in there, then electrify it, it's a bit expensive but definitely worth it later in the game.

    Of course you may get banned if there is an admin on the alien team so use at your own risk.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Always relocate to atmospheric... always... Its a nice way of testing your marines to see if the game is worth going through. If they can't survive the walk around the block... oh well probably would of lost anyway!
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    the map shouldnt force you to relocate just because the stupid vent doesn't close. I really don't see the point of the crack in the vent. I really hate having to leave that vent open because the occational skulk that runs into your base is less damaging then a lerk sporespamming you, expecially since when it is closed the friggin thing is immossible to kill.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    No offense Zerg, but I'm <u>very</u> tired of commanders who think that relocating to atmospheric is the be-all and end-all of bast tactics. Most of the time, you'll see a good Lerk taking advantage of it and covering the marine base in spores. Also, while marines usually take feedwater initially, they often lose it later on. Then, there are only the long long routes around the map left. Atmospheric is a death trap disguised as a yummy doubleres. It's nice to have for the res, but the relocation should go to main aft, not atmos.
    Main aft places you within short distance of engine, effectively denying the aliens that hive. You are also positioned well to attack feedwater via tramtunnel (and getting entrenched marines out of the long, straight tramtunnel can be a horrible exercise in futility if you don't have a good Fade), and refinery can be attacked from three sides, keeping the aliens on their toes.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    edited November 2003
    <!--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-->
    No offense Zerg, but I'm very tired of commanders who think that relocating to atmospheric is the be-all and end-all of bast tactics. Most of the time, you'll see a good Lerk taking advantage of it and covering the marine base in spores. Also, while marines usually take feedwater initially, they often lose it later on. Then, there are only the long long routes around the map left. Atmospheric is a death trap disguised as a yummy doubleres. It's nice to have for the res, but the relocation should go to main aft, not atmos.
    Main aft places you within short distance of engine, effectively denying the aliens that hive. You are also positioned well to attack feedwater via tramtunnel (and getting entrenched marines out of the long, straight tramtunnel can be a horrible exercise in futility if you don't have a good Fade), and refinery can be attacked from three sides, keeping the aliens on their toes.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Amen brother! im sick of atmos relocatios. Makes the map so predictable. Either marines manage to relocate or they leave for the readyroom.

    and yes, the vent is utterly useless if not harmfull. Its better not to weld is, so u can at least shoot the lerks or put some grenades in there.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    I always give a welder to someone to weld it shut, sometimes aliens dont have anyone that knows it can be reopened, Sometimes they dont. Its all a big gamble.

    Anyhows, reloccing is never a good idea, you can pretty easily have access to engine, tram tunnel, feed section from the vents leading at marine start anyhows. Few medpspams to help the sneakers to stay alive,and a well placed tf in the vents to take out feed hive if they have. etc. etc. etc.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    There is a lot better place to relocate I am not telling. Hint: near refin
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    edited November 2003
    <!--QuoteBegin--MadcapMagician+Nov 4 2003, 03:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 4 2003, 03:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All your problems can be easily solved for 20 res.
    Just drop a comm chair in that vent and that pesky lerk will be going nowhere fast.
    If there is a dedicated skulk eating through it, have a marine go around through the rotating door and build a turret factory in there, then electrify it, it's a bit expensive but definitely worth it later in the game.

    This vent needs to have the pointless slit filled in so that sealing it does something useful or have it put back to the way it was before where you have to seal it at the other end in Aft Junction which imo is better really.

    Of course you may get banned if there is an admin on the alien team so use at your own risk. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is probably one of they only times I would consider putting a CC in the vent. I used to do it all the time for the fun factor but all the aliens do is **** and moan about it being an exploit lol.

    To be honest it no different to a wall of lame except the fact that it can't shoot back, it takes longer to shoot through a load of OCs with lmgs than it does to chew one down as a skulk. The other downside to shooting through WoL is that a few skulks or something bigger will come along to try and stop you. The skulk chewin the CC in the vent is unlikely to get challenged unless a rine has a JP.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    sorry to sorta be off topic on this but three ppl in this post has talked about relocating on ns_bast.

    1 to atmos, 1 to close to ref (which is probably water treatment), and 1 to main aft. ive commanded all of these relocations and won all of them and lost all of them.

    it depends on the skill of your marines and the aliens starting hive. if aliens start with feed water dont even think about relocating to atmos ur base will get munched in no time. main aft or water treatment is where you need to go.

    and vice-versa if the aliens start with ref then an atmos reloc will go pretty smooth because the aliens are so far away.

    if the aliens have engine then most the aliens will make a b-line streight for atmos to stop a reloc or base build there. a main aft reloc will be out of the question cause ull be on their front door. where as a water treatment or feed water reloc would be more sensible.

    on a reloc always check which is alien hive first!.


    and just to keep the thread on topic. the vent is bugged and really needs to be fixed its pointless welding it easiest solution is to just place a couple of turrets in front of it.
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    edited November 2003
    I kind of like relocating near refine. In that area with the res and ladders on either side. It's onos proof and has 3 res nodes around it along with the hive lockdown. If youelectrify the rt then it's skulk proof too.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    If your rines are good enough then you can relocate to atmos even if they are in feed cos you can then start pressuring the hive or just siege them outright.
  • dafoxdafox Join Date: 2003-08-24 Member: 20147Members
    most ppl have realised not to weld it shut because you can put ocs in there which means buildings have to be constantly welded and a gl must be rushed to be researched.
    when ever i relocate to atmos i nearly always lose (not me as comm) because of the constant spore spam
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    If your marines are good you can relocate anywhere and win. Realistically relocating to main aft is a great idea, it give you easy access to several res nodes and a hive. Refinery is a death trap if they get a lerk, you'll never have your marines at full health. Atmospheric seems like a good idea because of the easy 4 nodes and a hive, but from there it's a long walk to anywhere else and you can get trapped pretty easy.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I like main aft the best but tram tunnel is a good one too. I never go to atmos. Although once you get main aft the game does get pretty easy, havent lost in a while with a successful relocation there (had a few where we didnt make it that far...)
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Ha ha try dropping a chair in there on Lunixmonster when I'm there and you'll be looking for another server quick! (I believe buildings have only one purpose: The one they're designed for. There's no buildable wall structures for a reason, so technically comm chair blocking is an exploit, and I ban for it.)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--uranium - 235+Nov 4 2003, 03:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 4 2003, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ha ha try dropping a chair in there on Lunixmonster when I'm there and you'll be looking for another server quick! (I believe buildings have only one purpose: The one they're designed for. There's no buildable wall structures for a reason, so technically comm chair blocking is an exploit, and I ban for it.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And that's why the lunixmonster <edited out due to forum rules>!


    Building a commchair in the vent is valid, simply because it's designed to be welded, and you can't!


    I mean, if you are gonna ban a comm for placing a comm chair in the vent, then you must also ban an alien who opens up the vent... you are just abusing your rights as an admin. That vent was obviously designed to be able to be blocked, but I'm sure someone as intellegent and pleasent as yourself has already failed to notice the obvious.

    GG
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Forlorn+Nov 4 2003, 03:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 4 2003, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    And that's why the lunixmonster <edited out due to forum rules>!
    Building a commchair in the vent is valid, simply because it's designed to be welded, and you can't!

    I mean, if you are gonna ban a comm for placing a comm chair in the vent, then you must also ban an alien who opens up the vent... you are just abusing your rights as an admin. That vent was obviously designed to be able to be blocked, but I'm sure someone as intellegent and pleasent as yourself has already failed to notice the obvious.

    GG <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    FORLORN
    Are you on CRACK? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    The Lunixmonster is one of the best servers around!
    Its where all the PTs and Vets come to play Pub fun.
    Its got some of the best regs and best Admins!
    I Love that server!
    Its the only server I play on!
    (When I'm not PTing)

    The map is bugged, but making a CC wall is a dirty tactic.
    A better move is to place your IP's and other structures out of the way so that spore can't get you. Its very easy to do!

    Also, you did a personal attack on Unanium <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    He's an admin, as you know every server has different rules and one of the reasons why the monster is such a great server is because of rules being inforced... that and LB is a sexhey ****!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    Getting back on topic...

    That bug is known, however there is no easy fix, to block attacks, it would have to be really wide, and would look stupid

    See this thread, which is a fix for the map: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=48488&hl=' target='_blank'>Here..</a>
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    The slit in the vent is fine... i mean think about it... u dont even have to leave base to weld it....

    What should be changed is the fact that it can be opened after wedling


    That way its a trade off... weld it shut, nothing can come through..... leave it open, then can come through.. but u can shoot them easier...

    Also the slit should be made wider... allowing the trade-off to actually apply...

    If its that big of a problem.. simply dont let the aliens have main aft... after all it IS right outside ur base..... a path to a hive... a direct connection to both others (refinery 2 ways) (feed thru tram tunnel) and one of the most generally important areas of the map!
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Main Aft junction is on of the biggest death traps in BAST.
    Its an important section and is the gate to the rest of the hives and map.

    All the kharaa have to do is in the first 5 mins, drop 4 OC's at the airlock and Main aft is theirs'!
    If the start hive is Engine, you need! to make sure that you can hold the marines out of Main Aft.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    edited November 2003
    Dropping CCs is dirty. And it's only gonna get worse in 2.1 because you can now recycle unbuilt CCs and recycled unbuilt structures return 100% of the res. This means you can block with CCs without losing any res.
    Until an unbuilt CC only has 500 hp it's gonna continue to be exploited.

    But I'll probably keep doing it on servers that don't prohibit it because it's so very effective and it's the best way to raise awareness as to how much it needs to be fixed.
Sign In or Register to comment.