☯.leesh1 ☯ Dec 6, 2013 @ 5:35pm
ARCs clipping through eachother
I understand the developpers have been scratching their heads over this, but everytime i see it happening i get pulled out of the awesome experience that NS2 is. I'm not programmer, but is it so hard to have them avoid eachother or collide a little bit?
Last edited by ☯.leesh1 ☯; Dec 6, 2013 @ 5:37pm
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Samus Orphan Black Dec 6, 2013 @ 7:32pm 
This is done intentionally as not having ARCs collide with each other will just cause problems, and take up more space than they already do.
#sixty Dec 6, 2013 @ 10:06pm 
Separate them as they come out of the robotics factory. Then hotkey (ctrl + 1-9) them individually and send them at slight intervals to different offsetting locations. Bit more work, but if it really bothers you that much, this will work.
Kinetic Butt Blaster Dec 6, 2013 @ 10:07pm 
I was always under the impression they did that for balance reasons, TBH.
Kamamura Dec 13, 2013 @ 3:23pm 
What's worse, you can get stuck inside a moving ARC, so be careful.
☯.leesh1 ☯ Dec 13, 2013 @ 5:17pm 
I understand it's done intentionally, to get around problems it caused, I'm just wondering how to get around this. Maybe make them a little bit smaller, have them softly collide with eachother and even softer to Marines so they cant get stuck. Something like that. :)
Chris (Banned) Dec 13, 2013 @ 8:56pm 
If they didn't stand on top of each other, the possitioning of the arcs would have to be closer to get the full effect of all the arcs participating. Some spots wouldn't be as easy to nuke the hive from because not all the arcs would fit into the spot needed. Assuming you like to nuke with more than 3 arcs
GreenFlame Dec 14, 2013 @ 4:27am 
I never liked the idea that a single ARC is pretty weak and you have to make whole train. And a pile of ARC standing inside each other indeed is not the most immersive thing.

Just make them hit harder, produce slower and cost more to compensate for that; and collision must be pretty simple: Rectangular collision check or even the simplier Circle to Circle collision check would do, I believe.

Why not?

Wish this gets adressed.
☯.leesh1 ☯ Dec 14, 2013 @ 6:27am 
Or maybe reduce the number of ARCs, to lets say 2, increase their armor and make them upgradable so they can hit extra hard. :)
RaZDaZ Dec 14, 2013 @ 7:52am 
There are many instances where you need to stack ARCs to hit important alien structures. If you have to spread them out then there's a good chance that not all of them will hit the enemy appropriately. There are many examples of powerful ARC stacked siege positions.

"Or maybe reduce the number of ARCs, to lets say 2, increase their armor and make them upgradable so they can hit extra hard. :)"

It's not as simple as that. At some points, the difference between killing one ARC before it fires can mean keeping a hive alive. In addition, they have more burst damage which is important in taking down hives and structures being healed. They nerfed the burst damage recently but made them fire more often.

Finally, it doesn't really solve much, it's just a design facet that you have a problem with.
☯.leesh1 ☯ Dec 14, 2013 @ 9:10am 
Originally posted by RaZDaZ:
Finally, it doesn't really solve much, it's just a design facet that you have a problem with.
That's right. Convincing design is one of the important things that makes a game immersive and fun. There is something broken about multiple units sitting inside eachotehr on exactly the same position.
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Date Posted: Dec 6, 2013 @ 5:35pm
Posts: 10