Problems With Sieging
Buggy
Join Date: 2003-11-08 Member: 22400Members, Constellation
<div class="IPBDescription">...due to this new building limitation</div> since 3.0, you have to have a certain space between buildings. i dont like it at all, but meh you learn to live with it. however, it does become quite the pain when trying to siege, esp from certain locations.
sometimes, you have tons of res and need a hive down fast, so you wanna build like 5 sieges. but hey, you need at least a turret or two to make sure your guys can build in peace as well. maybe an armory if it gets a bit busy, and an extra obs or two if you need extra scanner sweep. but in some siege locations (mainly tight corridors) you can build like 4 sieges max (given its a tight corridor where you cant put two next to each other in the width) and have to give up turrets.
MY GOD its a right pain in the arse. am i the only one finding this taking the cookie, or are there more stressing comms out there who just cant build the amount of sieges they want? sometimes its a real pain, because you can only build 3 sieges in the area where you could have built maybe 6, whether it be to aliens being stubborn not letting you build that extra siege in the front line, or simply because theres no more room.
i've found myself losing quite a few games over this already, because there was not enough room for sufficient sieges/turrets.
sometimes, you have tons of res and need a hive down fast, so you wanna build like 5 sieges. but hey, you need at least a turret or two to make sure your guys can build in peace as well. maybe an armory if it gets a bit busy, and an extra obs or two if you need extra scanner sweep. but in some siege locations (mainly tight corridors) you can build like 4 sieges max (given its a tight corridor where you cant put two next to each other in the width) and have to give up turrets.
MY GOD its a right pain in the arse. am i the only one finding this taking the cookie, or are there more stressing comms out there who just cant build the amount of sieges they want? sometimes its a real pain, because you can only build 3 sieges in the area where you could have built maybe 6, whether it be to aliens being stubborn not letting you build that extra siege in the front line, or simply because theres no more room.
i've found myself losing quite a few games over this already, because there was not enough room for sufficient sieges/turrets.
Comments
i now officially declare powersilo hive in ns_nothing unsiegable
lol
2 tight hallways on both sides of the hive..... sieging nightmare... ESPECIALLY when you're low on res trying to do a desperate comeback....
Follow me:
Sieging, if you can get it to work, is a no hassle, no fuss affair. You're behind a wall, the aliens maybe have two entrances to attack you. It's much more smooth and medpack-free than a full on, go-up-to-the-hive-and-put-your-gun-barrels-to-the-orifice hive assault, or assault on double, or whatever.
Since it's over once the sieges start firing in most cases, you'd darn well better have trouble if you're trying to be clever and siege from some little vent.
These are the things comms have to weigh out and come to an opinion on. Is it better trying to build a little siege community in the buttcrack of some space station, or should you just say "Screw it, here's an armory and a PG fellas, don't call us, we'll call you."</span>
I think most problems people have with it would be solved if they had different limitations. For instance a turrets limitation range would be smaller than a turret factory. The different limitations would have to be discussed.
I think have a more spread out base adds to the feel of the game, making it look more like a base rather than a cluster of random structures, which is what I suppose an alien base is meant to look like.
EDIT: Ah this is all pretty irrelavent to the original post, sorry.
They're still possible to an extent, but to a lesser degree.
Complaining about how the limitation makes it difficult to siege is akin to complaining about how running out of ammo makes it difficult to kill stuff. In other words, <b>it's not neccesarily meant to be easy.</b>
So try to plan ahead a little. If the corridor is too tight, maybe sieging isn't the most viable option.
It makes sense and should stay in, IMO.
When sieging I have also noticed some problems, while I am usualy able to cram two sieges in, I have to resort to mine spam to cover it, since there was no room for proper turret cover.
Edit: also I have found that the massive increase in electricity range actually makes bonsai bases easier. Critical structures like Phase, IP's, and Armslab can be covered with the electricity, defeating the purpose of the change.
You can drop a phase near a res node, and then be unable to build the res node...
One thing id like to see, since i seem to be doing this A LOT, is that you cnat make buidlings aroudn res nodes..
They have a no build thing the same size as the res node over it would, preventing this from happening any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
~Jason
Sometimes, you will only have room for 2-3. Imagine a stomping onos up ahead and 2-3 healspraying gorges behind him healing hive, i find the new coding having a too great effect in direct gameplay, and severely hindering marine progress.
I do agree it should be adjusted based on building size. Or possibly removed for turrets.. after all, if turrets ARE a defensive structure who cares if they're "protected" by the electrified TF?
Seems like a reasonable compromise.
It becomes irritating and tedious to build marine bases that dont go sprawling all over the marine start area. On some maps (eclipse, ayumi, and I believe it is veil,for example), the new limit forces you to build some structures in ludicrously indefensible positions. Even if you choose to squeeze a few structures behind and next to the comm chair on eclipse, you are then incapable of defending them with turrets. It also puts undue pressure on marines when building outposts. Since many resource towers are squeezed into small corners, it becomes all but impossible to suitably defend them. Again, Power Sub-junction on Eclipse comes to mind. The only way to get a TF to defend that node is to place it <i>in the center of a crossroads</i>.
I would recommend that the building radius be decreased by at least one third of its size. That would keep "bonsai bases" from happening while fixing a few of the issues these ridiculously large radii cause. Also, scalability of the radius should be looked into. A turret, which has essentially a 10-inch footprint, should be capable of being placed less than 4 feet from other structures.
I also remember a game in ns_tanith where the base was relocated to reactor room.
The comm somehow placed two stuctures (it was a TF and some another, don't remember) so close that we had to jump over them. So the limit doesn't allways make sure that there's enough space between the buildings to let players move freely.
- juho
this version is the most balanced version to date and i'm enjoyed ns more than ever, even if it's still a beta!
Now our brave commanders may be forced to use some other tactic than always siege siege siege! Or bonzai bonzai bonzai bases.
Altough I do agree that in certain buildings the radius is too large.. ie. obs and sentrys.. but not sieges, never ever make it smaller for sieges.
jsut place structures in such ways that the lesser important ones get hit. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As far as powersilo being impossible for marines to take, it hasn't become any easier for aliens to take, either. Long corridors on either end give marines a nice advantage in defending the entrances.
I mean, turrets would be wanting even if they could be grouped.
The electricity IS more powerfull, but its limited range means the skulks can jump back to heal from a gorge, while still waiting in case a marine phases back, and a building or two will often be left oncovered.
And of course when the second hive goes up the entire base can be Obliterated by a gorge or two costing the marines hundreds of res, and usualy the game. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->