Hand Gren + Pg = Abuse?

HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
I was playing on voogru tonight and the marines were using a tactic I hadn't seen before: everyone pulled their pins before phasing and then tossed a hand grenade on the PG after teleporting. This made it nigh impossible for skulks to take down the PG. I'm not talking about one or two marines doing this; I am talking about 8+ marines tossing grens before getting munched, killing 2-3 skulks, and then doing it again when coming back to life.

Pro-marine nazis will, of course, cry, "It's in the game!" Any intelligent people want to comment? Is this a valid tactic which should be endorsed?

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <span style='color:white'>Artificial de-bumping due to forum time/date problem, please ignore this post</span>
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    PGs are a kind of annoying as far as llamas go. I mean, if Skulks are activley chomping at a PG, then camping is kinda natural (as they'll HAVE to be right there to kill it). But when they don't destroy the PG and just sit there and wait for some 'Rines to phase through, that's also cheap. This kamikazee grenade thing also seems cheap, because it's skill-less tactics, just aim down and watch 'em fly. They should just make it so PGs can have an absurdly weak (but strong enough to be effective, like just enough to where lvl 3 regen can't cover a Skulk) but decentley ranged electric option or something. Just an idea.
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Oh, and I almost forgot, make Marines drop there grenade when they try to phase with a primed 'nade. Punishes them just for thinking about it.
    Bad Marine! *spank*
  • MelkorMelkor Join Date: 2002-12-18 Member: 11068Members
    <!--QuoteBegin-Ic3Man+Feb 8 2004, 10:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ic3Man @ Feb 8 2004, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Revenge+Feb 8 2004, 10:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 8 2004, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yes you are so right, because 3 skulks camping a phase gate and killing every marine that comes through before the white flash is gone from his screen is so skillful... Basically once the skulks start chomping on your phase gate you've got no chance to get it back. No with HGs you do.

    Why didn't the skulks learn after the first 2 or 3 grenades and start backing away from the nades? I doubt the marine would've been able to aim the grenade, so he would have most likely just been firing straight down at the PG as you said, which means the nade will not have exploded for 4 seconds (unless friendlyfire was on, but that's another issue) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I agree with revenge.

    Besides its hardly fair for the marines to get killed right after they phase. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hardly fair?? Perhaps the marines should have defended their phase gate in the first place?

    By your logic if marines are inside a hive blasting it and shooting spawning aliens then thats hardly fair now is it?
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    edited February 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh yes you are so right, because 3 skulks camping a phase gate and killing every marine that comes through before the white flash is gone from his screen is so skillful... Basically once the skulks start chomping on your phase gate you've got no chance to get it back. No with HGs you do.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    What about HA? Personlly I think the reason why HA are overpowered is because of phase gates. They complement each other so well.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Yah, I was just in this game and found this to be extremely frustrating as it took no skill whatsoever on the marine's part (release +attack, instagib 3 skulks). I think this issue stems from the fact that

    A: grenades only do 1/2 or so self damage to the user

    B: The outer edges of a grenade explosion inflict nearly as much damage as a direct hit(went from a 70/30 skulk to 25/0 when standing about 4 feet away from the explosion animation itself)

    I think grenades should cause full damage to the user and also scale the damage down more so than it currently is as the explosion expands.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Only one person can phase through at a time, and the phase gate doesn't have that much health, so it's not like you're getting a shower of grenades. If there are 3 skulks chomping away, the marine has one chance at killing you.

    Still, that's pretty lame. It bypasses one of two things that lets the grenades be balanced (the other being one per life).
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--QuoteBegin-Maian+Feb 8 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Feb 8 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh yes you are so right, because 3 skulks camping a phase gate and killing every marine that comes through before the white flash is gone from his screen is so skillful... Basically once the skulks start chomping on your phase gate you've got no chance to get it back. No with HGs you do.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    What about HA? Personlly I think the reason why HA are overpowered is because of phase gates. They complement each other so well. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yupp, completely bypasses the slow walking issue.


    Umm, this is slightly cheap, but i really think the rines should have some chance of saving a phase if there's only skulks attacking it....

    Oh wait... most PGs are covered by a turret factory... what happened to that?

    If it's an undefended PG, then it deserves to die... If it's got turrets, the commander should have plenty of warning from the sentries firing message, or at least from the turrets/turret factory rapidly dying....

    I think the best solution would be, as you said, to make them drop the grenade if the pin is pulled before phasing.... (i think if the pin isn't pulled, they should either drop a pickup-able nade, or just not drop it at all)
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Well, if they had 8+ peopl doing it, good team-work. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> Now, where was the 8+ team of aliens? A single rine won't be even able to realize what happened if there is 8 skulks waiting at the other end of the pg...
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Oh yes you are so right, because 3 skulks camping a phase gate and killing every marine that comes through before the white flash is gone from his screen is so skillful... Basically once the skulks start chomping on your phase gate you've got no chance to get it back. No with HGs you do.

    Why didn't the skulks learn after the first 2 or 3 grenades and start backing away from the nades? I doubt the marine would've been able to aim the grenade, so he would have most likely just been firing straight down at the PG as you said, which means the nade will not have exploded for 4 seconds (unless friendlyfire was on, but that's another issue)
  • Ic3ManIc3Man Join Date: 2003-02-23 Member: 13875Members
    <!--QuoteBegin-Revenge+Feb 8 2004, 10:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 8 2004, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yes you are so right, because 3 skulks camping a phase gate and killing every marine that comes through before the white flash is gone from his screen is so skillful... Basically once the skulks start chomping on your phase gate you've got no chance to get it back. No with HGs you do.

    Why didn't the skulks learn after the first 2 or 3 grenades and start backing away from the nades? I doubt the marine would've been able to aim the grenade, so he would have most likely just been firing straight down at the PG as you said, which means the nade will not have exploded for 4 seconds (unless friendlyfire was on, but that's another issue) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree with revenge.

    Besides its hardly fair for the marines to get killed right after they phase.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Maybe this is why primed grenades don't fall from dead rines hand? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Because then the grenades would fall directly on the phase gate and take out all skulks chomping it.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    i beleive its a perfectly viable tactic. and yes, it is a tactic.

    the marines dont really get anywhere, if the aliens cant get a gorge to bile bomb, or a lerk to gas or just an onos for that matter. then maybe they should just give up, retire to the hive and wait for the marines to stop killing themselves with grenades.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I hardly think it's as much of a problem as the original poster portrays it to be, but it does sound a little lame, if only because it totally bypasses the "wind-up" time of the grenade. I guess the easiest solution is to just make it impossible to phase if you have a grenade primed.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    Listen to yourselfs... you want to nerf HANDGRENADES? They already are very limited in thier use, just keep that in mind before yelling about it being overpowered.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Zek+Feb 9 2004, 01:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Feb 9 2004, 01:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hardly think it's as much of a problem as the original poster portrays it to be, but it does sound a little lame, if only because it totally bypasses the "wind-up" time of the grenade. I guess the easiest solution is to just make it impossible to phase if you have a grenade primed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->, if the aliens cant get a gorge to bile bomb, or a lerk to gas or just an onos for that matter<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The gorge, with its armor having been nerfed into near nothingness, dies extremely fast, and a phase gate is usually shoved behind a TF, turret farm, and an electrified node, one marine just has to charge the gorge after blowing away the skulks in the area with his nade. Lerk spore doesn't do anything considering the nade is dropped in less than a second. Onos are you only real hope but for one, they aren't exactly a dime a dozen, and two, needing a 75 res unit to counter a 20 res, permanent upgrade = imbalance.


    Another point

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They already are very limited in thier use<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    As they should be, again being a very cheap, permanent upgrade. Unfortunately in the case described, this "tactic" of bypassing the nades limiting factor of a long priming sequence, contributed heavily to the marines' victory, as two of their outpost's(one of which was a siege post for our hive) would have likely fallen had not our attack force been taken out with this cheap spammage.

    Anyways, I think something should be done to curb this abuse, or it'll soon be common practice to prime a nade before jumping through a phase to a hotspot, I know I already do it now to devastating effect.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    People say, "well since the marines are using good teamwork then the aliens are stupid." I really hate that because for the aliens, there is no immediate counter. Here are a skulk's options:

    1) keep chewing on phase gate = death by lmg or grenade
    2) attack marine = death by grenade
    3) run away = death by lmg

    Now imagine if the phase gate is proximal to an electric TF and RT. Even a Fade couldn't take that down because he would be in a weakened state when the hand grenades came through.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Meh, I don't see any problem with this tactic at all.
  • CowzGoMoOCowzGoMoO Join Date: 2004-01-31 Member: 25828Members
    edited February 2004
    I've never heard of, nor seen, this tactic. Now that I have, I don't intend to use it either.

    I'm going to agree with Psyke; if it's undefended, it deserves to die. It's a tactic, but somewhat cheap nonetheless. You can't say the skulks are missing out on the teamwork aspect because marines can just phase there once spawning; skulks have to run over. I like that no-priming-before-phasing idea. But don't take away it's damage. I like blowing away silly aliens in the vent <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    At least until I get a GL. Seriously though, HGs maybe have a little too much damage.

    Or what about the idea of making HG's like an HMG or something, where the commander has to drop a pack for someone?

    [edit] i failed spelling. [/edit]
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