Crispy
Nov 2 2004, 12:29 AM
Searched 'slow' and nada...
At the moment the only reinforcement property the MC has is topping up Aliens adrenaline which, I agree, is very undervalued. However I also think that there needs to be something about the MC that might convince a Gorge to make it his first chamber choice. The two other chambers do something to reinforce locations (structure regen and cloak) but the MC only remotely reinforces 3 possible map locations. Maybe it might be good if you could lay down some MCs strategically somewhere to slow Marines progress, it could work if:
- Marines within MC AoE are slowed to ?% of normal movement speed (JPs too?)
- Marines within MC AoE jump 1/? their normal height- Marines within MC AoE have sensitivity reduced to ?%- Marines within MC AoE are slowed to ?% of normal RoF (catalyst counters this)- Structures within MC AoE are built at 1/? speed
N.B. Remember that the MC Area of Effect (AoE) would be unchanged.I'd like to have C&C on each point and if one has too many flaws I'll scrub it off the list. Here is my reasoning...
Slower Marine movement combined with a reduced jumping height and reduced turning ability could be used to great effect. I can foresee some criticisms as the Marines are already fairly slow but I'll wait and see your opinions on that. And yes, HA trains would suck

MCs could be used very strategically to create a bubble where Marines would suddenly slow down so Gorges would have that much extra time to call their buds back to defend. It would also nerf JPs circling the Hive (maybe a bad thing). The main advantage I saw was putting them in areas of high traffic (or on the way to the Hives) to try and put some ambush back into the game. If a scout spots a convey inbound to a Hive then others further back will wait next to an MC for the ambush. I love a good ambush!
If MCs
slowed the Rate of Fire (RoF) they'd be great to stick in high traffic areas, especially around corners so that Marines would just walk into the bubble and reach for their guns only to find they were firing too slowly to take down the pesky Lerk who was gassing them from the vent. Obviously they'd be a great Hive defence (I fear this change might push Commanders to depend too much on Sieges to take down Hives), and you might even see Gorges spamming MCs outside the MS to aid the Aliens on the base attack.
With
buildings taking longer to complete well placed MCs could slow the Marine resflow in the early game, making it a viable first chamber (omah gees!). They would make ninja PGs take just that lil' bit longer and would slow down the construction of siege bases. They would create some real problems for Marines, slowing down their rocket expansion rate and evening it up a bit in the Aliens favour.
Please do comment, flame if you really hate it that much. I just wanna see what peoples reactions are and what could be improved. Of course the ? that you see in the suggestion points is subject to interpretation, if you'd like Movement in MC AoE to be reduced to 1% (?) etc. then say so! All I want is opinions at the moment, I'll update this post as things get tailored.
Afterall, 18287 heads are better than one!
Church
Nov 2 2004, 12:45 AM
Way to make MC the most godly overpowered chamber of all times.
1. The sensitivty thing will not work at all because smart epople will have a bind to change their sensitivty once they know they're in an MC field.
2. The ROF chance is like giving aliens permanent umbra. DCs at least only heal a static 10hp. This would be overpowered
3. Marines can barely jump high enough to reach certain areas. (I can imagine that Waste handling might be impossible to get into from one side)
4. Buildings build slower can be considered. It is good for anti-ninja PGs.
5. Slowing marines down by a percentage. That's a possibility. Just remember that ever since past 1.04, marine can't BUNNYHOP.
If you put all of these abilities into the MC, it will be GODLY. At most, you would choose one of either 4. or 5. from my list.
theclam
Nov 2 2004, 12:55 AM
I think MCs are already good enough. DCs are just surrogates for gorges. MCs will take you instantly to one of the three most valuble and important areas in the game. I always throw down an MC if there is an area that is seeing a lot of action and is being lamed up. Extra healing spray/acid rocket/bile bomb/spores/umbra is often worth the 10 res.
The only reason MCs aren't first isn't because MCs are weak, it's because regen is too strong.
Crispy
Nov 2 2004, 01:10 AM
But regen is needed to combat lvl3 Marine weapons.
| QUOTE |
| Way to make MC the most godly overpowered chamber of all time |
I don't think I mentioned that these changes don't neccessarily have to all be applied to the MC. In my explanation I roughly grouped the changes but that doesn't neccessarily mean that those groups are concrete. For instance meatshield mentioned the scripts problem. I did briefly consider the problem scripts pose to sensitivity changes but decided to leave it in as a changeable option to keep with the realism (if your movement slows down why should you be able to turn at 20 sensitivity?). Would it not be possible to add this as a check to noscripts servers, so maybe if you want to change your sensitivity you have to use a menu in Steam? I know that really sucks if you're trying to finetune your sensitivity but I can't see many ways round it. As for jumping I only suggested it because I'm unsure as to how jumping works, if its positive vertical movement speed is effected by a Marine's set movement speed (which could be slowed by an MC) then an alteration to the height would not be needed.
In résumé, just pick and mix the suggestions you like and suggest ways to improve them through tweaking.
Dark_Shimmer1
Nov 2 2004, 01:12 AM
| QUOTE (theclam @ Nov 1 2004, 07:55 PM) |
I think MCs are already good enough. DCs are just surrogates for gorges. MCs will take you instantly to one of the three most valuble and important areas in the game. I always throw down an MC if there is an area that is seeing a lot of action and is being lamed up. Extra healing spray/acid rocket/bile bomb/spores/umbra is often worth the 10 res.
The only reason MCs aren't first isn't because MCs are weak, it's because regen is too strong. |
Hives are less important than res towers.
I'd rather have more res towers than more hives.
Zunni
Nov 2 2004, 02:02 PM
An alien team can survive without RT's, they can't without hives therefore this one simple fact places hives in a higher pecking order.. But RT's are very important for the oportunity to win. Hives just ensure survival.
As for the initial idea, I agree with MeatShield.... Potentially 4 or 5..
But wouldn't a marine in the air be able to take additional advantage of the lack of air speed restriction to be able to increase their turning air speed?
Stavesacre
Nov 2 2004, 02:52 PM
I think giving the MC's a radius where buildings build rate is slower would be a boon for the Aliens.
Its hard to stop those PG's from going up when they build so quickly.
Crispy
Nov 2 2004, 03:10 PM
Well that particular suggestion was adapted from the 'nobuild' MC suggestion which I found to be one of the best ideas to date. As I said before the ? could be anything so to vote for nobuild, well then it would be 0/1 build speed and not 1/0, but you get the picture.
What do you think's better: nobuild or slowbuild?
I'd probably opt for slowbuild as the value can be tweaked from version to version without too much disruption, it also doesn't completely rule out a ninja PG (if the Marine had to walk into the Hive to down an MC or two then the surprise party effect would kinda be ruined).
Are we agreed that the first 3 suggestions are impractical? (in which case I'll strike them from the list).
monopolowa
Nov 2 2004, 08:28 PM
2) I think the slower fire rate could be changed with a slower reload rate - the marines would be able to fight off aliens just as effectively, as long as they reload more strategically, and the alien counterassault isn't too ferocious
5) Marines move slow enough as it is (except jetpacks) If this went in I'd say it should only affect JPs
4) buildings built more slowly sounds good. MCs would be placed closer to siege points instead of right in front of the hive
1) no, this can be countered with scripting, and would just anger everyone who doesn't script
3) this would restrict marine mobility immensely, because certain objects are designed to be just the right height for a crouch jump
Out of order, and the last two are pretty much repeating what other people said, but I think 2, 4, and 5 could be considered
monopolowa
Nov 2 2004, 08:40 PM
Slowbuild is definitely better, because ninja PGs should still be possible...they add an element of uncertainty to the game, rather than making everything static and predictable.
With nobuild the marines would still try for ninja pgs every once in a while, but they'd try looking for gaps in the nobuild zone
Besides, if the marines drop structures in the nobuild zone, its a complete waste of res if they can't build at all...and if you fix this by making it a no-drop zone, the comm can easily find blind spots in your mc network
Another idea would be to prevent medspam within MC range, or lower the rate it can be dropped at...(and before you flame me for this idea, keep in mind the range can be adjusted for balance, as well as the rate of medspam - you could still get the one medpack to stay alive, but no spam) This could also be countered by dropping an armory at your forward base for health/ammo
TommyVercetti
Nov 2 2004, 08:56 PM
I'll be honest; I don't particularly like your ideas. Defense chambers and sensory chambers both have positive effects on the nearby aliens and alien structures, they don't interfere with Marines. So, if I were going to buff MCs to make them viable for first Hive construction, I'd do this:
-Give non-stackable celerity and adrenaline to any alien within the MC's radius but allow aliens that already have those traits to feel the effects (twice as effective).
-Make all OCs within the MC's radius fire faster, stackable up to 4. 15% faster for 1 MC, 30% for 2, 45% for 3, and 60% for 4.
-Give DC's in the area of effect a non-stackable 10% heal rate increase.
-Give SC's in the area of effect a non-stackable 50% decrease in the amount of time it takes for nearby aliens to become cloaked.
Feedback please.
RobB
Nov 2 2004, 09:01 PM
- any pack drop rate throttled down (no ammo/health/cat pack spam in mc range - suggested: only able to drop one pack in 1.5 secs, and each kind counts for it self)
- heavily decreased build speed for enemys (to give you a small chance when half the marine team stands at your door with hmgs and the other half builds sieges as if there would be no tomorrow)
- enemy moving speed decreased
also, the travelling has already to be fixed!
(to sad that others are dumb and go for def - speed is the only way to hold rines off your grounds...)
Stavesacre
Nov 2 2004, 09:10 PM
The other chambers have a chance at being dropped first. Its going to usually be DC first, but SC can be used if you are feeling risky.
But the MC is totally not worth going for first. There should be something to make it worth dropping first.
The slow-build idea is so far the newest idea, and I think with tweaking it would work to give the MC a good chance at being a viable first chamber, but its not enough.
Grunt
Nov 2 2004, 09:13 PM
| QUOTE (|ds|meatshield @ Nov 1 2004, 07:45 PM) |
| 1. The sensitivty thing will not work at all because smart epople will have a bind to change their sensitivty once they know they're in an MC field. |
DoD has decreased sensitivy when you have a deployed weapon. NS can be the same, locking a sensivity in game so no one can script past it.
RobB
Nov 3 2004, 08:10 PM
if you have a good skulk team you can place mc first, cause to celerity are they more invulnerable with tripple regen and double carapace...
also is the idea of decreased sensetivity quite bad - its way to overpowering when it is decreased to much
Ice9
Nov 3 2004, 11:34 PM
| QUOTE (-[Kobayashi]- @ Nov 1 2004, 07:29 PM) |
| - Marines within MC AoE have sensitivity reduced to ?% |
That's the only thing I don't agree with. Also, the percentiles shouldn't be large, maybe 80% Min.?
the_x5
Nov 4 2004, 12:34 AM
Kobayashi, you have some good ideas... but this one... sorry just I don't think so.
*vote no* - Marines within MC AoE are slowed to ?% of normal movement speed (JPs too?)
*vote no* - Marines within MC AoE jump 1/? their normal height
*vote no* - Marines within MC AoE have sensitivity reduced to ?%
*vote no*- Marines within MC AoE are slowed to ?% of normal RoF (catalyst counters this)
*vote no* - Structures within MC AoE are built at 1/? speed
I hope you were joking on those last three. Playing with my mouse sensitivity is BAD, no bad isn't descriptive enough: evil and annoying to a point where many hundred NS people will leave. Slowed RoF and reduced building rates for in range? Are you kidding? Imao, just *ack!* no. Talk about unbalancing. Wow.
Sorry if I'm comming of as mean here but for many gameplay reason this just isn't a good set of ideas. I'm sure you'll have great ideas in the future but this one just fails.
Kwil
Nov 4 2004, 08:15 AM
Chambers generally affect the aliens and alien buildings, not the marine items.
So adjust the ideas based on this.
I'd say have it give a (slight) speed boost (but not RoF boost) to aliens within range.
Have it increase the speed of "ticks" of regen chambers and OCs.
Have it increase the range of sensory chambers slightly.
If you want to go wild, have it give a slight speed boost to alien building as well.
Crispy
Nov 4 2004, 03:31 PM
FIRST PAGE HAS BEEN EDITED
As I foresaw some of the ideas were either too harsh or impractical. When I initially wanted to post the only one I would have voted for straight off was the slowbuild, I just added the others for variety and to see the discussion that developed. I have scrubbed the following from the list:
- Marines within MC AoE jump 1/? their normal height
- Marines within MC AoE have sensitivity reduced to ?%
- Marines within MC AoE are slowed to ?% of normal RoF (catalyst counters this)
So we are left with the following to discuss:
- Structures within MC AoE are built at 1/? speed
- Marines within MC AoE are slowed to ?% of normal movement speed (JPs too?)
Although there have been some interesting points posed in response to slowing down Marine movement, namely:
| QUOTE |
| Marines move slow enough as it is (except jetpacks) If this went in I'd say it should only affect JPs |
However:
| QUOTE |
| But wouldn't a marine in the air be able to take additional advantage of the lack of air speed restriction to be able to increase their turning air speed? |
| QUOTE |
| I think the slower fire rate could be changed with a slower reload rate - the marines would be able to fight off aliens just as effectively, as long as they reload more strategically, and the alien counterassault isn't too ferocious |
TommyVercetti this thread has been labelled Slomo Rules OK!, meaning that posting ideas that are similar to those I've seen in other threads is pretty off-topic. I'd prefer if things posted weren't RADICALLY different to the original idea(s) to keep this thread clear in its ideas and on-topic. I'm not saying I wouldn't be interested in exploring that idea but I think it's better left to another thread.
There were a few ideas I did like and that could be coupled with the two surviving discussion topics.
| QUOTE |
| Another idea would be to prevent medspam within MC range, or lower the rate it can be dropped at...(and before you flame me for this idea, keep in mind the range can be adjusted for balance, as well as the rate of medspam - you could still get the one medpack to stay alive, but no spam) This could also be countered by dropping an armory at your forward base for health/ammo |
| QUOTE |
| If you want to go wild, have it give a slight speed boost to alien building as well |
This could be an option but I'd prefer to discuss this at a later date as it throws the whole 'slow' concept into reverse.
Finally:
| QUOTE (x5@Nov 3 2004 @ 07:34 PM) |
| Sorry if I'm comming of as mean here but for many gameplay reason this just isn't a good set of ideas. |
Care to expand on that by telling us what you see as those many gameplay reasons (you only need bother with the remaining two).
TommyVercetti
Nov 4 2004, 07:32 PM
| QUOTE (Kwil @ Nov 4 2004, 03:15 AM) |
Chambers generally affect the aliens and alien buildings, not the marine items.
So adjust the ideas based on this.
I'd say have it give a (slight) speed boost (but not RoF boost) to aliens within range. Have it increase the speed of "ticks" of regen chambers and OCs. Have it increase the range of sensory chambers slightly. If you want to go wild, have it give a slight speed boost to alien building as well. |
Did you read this thread? I already suggested that in more detail on the front page.
Crispy
Nov 4 2004, 09:11 PM
And I have already suggested that that particular idea is kept to a different thread, did you read what I posted about going off-topic. I don't care who came up with it first or where but it doesn't belong in a thread that concerns MCs slowing down processes in some way.
Crispy
Nov 9 2004, 06:15 PM
Bump!Did you hear that?
OK, maybe it was nothing.
the_x5
Nov 9 2004, 08:54 PM
| QUOTE (x5 @ Nov 3 2004, 07:34 PM) |
| *vote no* - Structures within MC AoE are built at 1/? speed |
So what's the balance/counter then? I mean all the Kharaa would have to do is just spam MC chambers and then the marines build so slowly that it is essentially made a no-build zone. A heck of a nerf to seiges btw. And there are better ways of doing that that have been suggested and denied. Futhermore what marine structure would be the counterbalance to this? There's just a ton of issues that arise with this and nobody is going to be happy if they have to spend exponentially more time building.
| QUOTE |
| - Marines within MC AoE are slowed to ?% of normal movement speed (JPs too?) |
How about increasing the speed of the aliens instead? That way it's not boring, but more fun and hyperactive.
Rushakra
Nov 9 2004, 09:44 PM
-YES- for MCs slowing build speed in AoE. It's not going to come up very often, but you can be sneaky with their placement, especially later in the game when you have SCs. It would be a nice change to see a chamber that affects Marines as well isntead of just Kharaa (although starting in B6, the SC will SoF 'Rines in it's AoE.)
[EDIT:] Response to x5.
Perhaps not 1/3rd or even 1/2 (I think those amounts are a little too powerful.. we're talking about nanite vs. bacterium wars here), but 2/3rds. It wouldn't be so much of a detriment, especially if the MC's slowbuild effect didn't stack. You could stop some potential sieges if you managed to get an MC up in range. How many times would your Hive have lived had you killed that TF just 5 seconds faster? The MC would stop the sieges from going up as fast and you'd get those 5 seconds back.
GrimReaper8
Nov 9 2004, 10:58 PM
I have compleatly re-done this post for several reasons, the only one inportant here is that Zunni locked the thread I posted & asked that I move the idea to here:
http://www.unknownworlds.com/forums/in...pic=80160&st=15 . If you wish to discuss TommyVercetti's idea please goto the above link.
Crispy
Nov 10 2004, 08:18 PM
*Returns to topic*
| QUOTE (x5) |
| How about increasing the speed of the aliens instead? That way it's not boring, but more fun and hyperactive |
Slowing down the Marines building increases Alien manouvrebility because they have more chance to take down outposts and Tfarms etc. This idea does increase their movement abilities.
Remember that this is an option, not a passive upgrade. While Marine's only counter would be to destroy the MCs (in much the same way that they must destroy DCs that are healing Hives), an Alien team that chose this for Hive one would not have the defensive upgrades to defend all of the map for prolonged periods. If they got MC 2nd then the Marines would have had time to move out effectively. I don't think it poses as much of a polemic predicament for Marines as you have suggested.
GrimReaper8
Nov 10 2004, 10:45 PM
Sorry about that, the main reason why I didn't supply a stance on the matter is, quite frankly, I don't have much of a stance on it. I suppose I would have to say no to all of them, I pritty much agree with the others who say that all of the other chambers (exept OC of couse) have no afect on marines, so why should the MC?
Also about the 'advert' for the other thread, I was just makeing shure that anyone who had a stance on that matter knew where to go.
Realmer
Nov 13 2004, 01:19 AM
maybe auto-redemption too if within the mc's range?
Crispy
Nov 13 2004, 07:03 PM
But redemption is a DC ability...
Realmer
Nov 14 2004, 08:10 AM
that has to do with movement...
Crispy
Nov 14 2004, 07:17 PM
I would consider this if it was an Movement upgrade instead of an existing Defence upgrade. An interesting suggestion nonetheless.
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