Kobayashi
Feb 28 2005, 03:30 AM
It strikes me as odd that NS is a game of pushes and counters, of tactical versatility and combined-arms teamwork - yet at the very top of the marine tech ladder, there is a major seperation between the JP and HA.
As aliens, it is obvious that even though fades are the main "soldier" class, having a lerk around and even a battle-gorge combined together makes for a more effective alien team. In short, proper use of combined-arms in teamwork makes for more effective aliens.
As marines though, the end-game is played out with either JPs or HA, depending on which upgrade you teched. The combined arms approach of having JPs with HA isn't feasible given the costs.
My suggestion is to change the costs of the protolab and it's upgrades. I propose to make the protolab cost 60 res, but HA will only cost 20 to research, and JP will only cost 15.
The initial cost of getting that first protolab upgrade hasn't changed, but now the option to use both HA and JP in the same game is more feasible, which would have the benefit of making different end-game approaches for the marines.
The only negative side of this change would be making the protolab more valuable when aliens attack marine base, but as it is currently, only the obs or adv. armoury are even considered when aliens want to do a hit and run.
Mchief
Feb 28 2005, 03:43 AM
i dont see how this would help game play
BadMouth
Feb 28 2005, 03:55 AM
hmm... not really a major change in the game. everything still costs the same(the final cost i mean). but i like the costs the way it is.
CrazyFool
Feb 28 2005, 05:01 AM
even when jetpacks cost 9 res people didn't get both HA and Jps until they had for sure won the game and controlled the map... i don't see what this would do now
SmoodCroozn
Feb 28 2005, 05:38 AM
I'd make jp cost the same as heavies... heavies already cost more since you have to supply them with welders.
miniman
Feb 28 2005, 11:46 AM
I agree with the original post, 2 jps an 6 HAs completly rip through the aliens.. but that costs 115 in research alone plus welders, guns and the actual equipment itself.
@ SmoodCroozn: You shouldn't be sending any rine worth 25+ res out of base without a welder.
I have seen combos they an be deadly when done right when they get onos only to be kille dby the jps whle the HAs pull back and fades and lerks stopped dead in there trackes when engaging the jpers structers are also ripped throught from a gl.. Even hive three aliens should be worried of a combo on a skilled team.
ontopic

\ This is a good idea and would promote the good ol' jp getting up phase and HAs comming through..
thumbs up!
Geronimo
Feb 28 2005, 12:14 PM
When jp cost 9 there weer no point in having HA because you had already won when one jp/hmg sailed away...
I like this idea, just as I like all ideas that encourages teamwork. IMO a squad of 6-7 marines should conatain all forms of weapons, hmgs, gls, sgs, mines and welders...just because you never know which situation you might face.
Today however weapons are so cheap and so powerful all you need is 3 hmgs, 2 sgs and 2 gls along with HA+welders...
I give this a big thumb up
Kobayashi
Feb 28 2005, 09:25 PM
| QUOTE |
| i dont see how this would help game play |
It would reward marines for having even more teamwork (combined arms - jps and heavies workign together)
| QUOTE |
| hmm... not really a major change in the game. everything still costs the same(the final cost i mean). but i like the costs the way it is. |
The cost to get either jps or HA is the same, but the cost to get both is lessened. No, it's not really a major change, I dont' think it will affect gameplay balance, but it opens up a few new tactics/strategies for the marines.
| QUOTE |
| I'd make jp cost the same as heavies... heavies already cost more since you have to supply them with welders. |
| QUOTE |
| even when jetpacks cost 9 res people didn't get both HA and Jps until they had for sure won the game and controlled the map... i don't see what this would do now |
The point was to have the option of getting both JPs and HA out in the field at the same time. Maybe even reducing the research times/costs a little more if it's not enough of a boost.
EDIT:: It's not about the cost of dropping heavies and jps, just the research.
MistenTH
Mar 20 2005, 01:29 PM
Thumbs up.
In really balanced games of hive2 aliens with lifeforms against marines with 5 rts, marines will rapidly lose the game.
If they tech JPs, low ceilings, or onos, or focus, or leaping skulks will take out JPs easily.
If they tech HA, 1-2 onos can end the threat with stomp and devour.
Marines have simply no way to fight back, as they have just enough res for one way.
In games where marines had a 3:2 res advantage and were losing with going only HA or JP, when the comm did combined arms, only then were marines able to force back the Kharaa tide.
Church
Mar 20 2005, 06:32 PM
Haha! Aliens with 2 hives and marines have 5 res towers? It doesn't happen in skilled games my friend. Once aliens get 2 hives, the marines will be reduced to 3 res nodes at BEST.
2-hives is endgame alien tech. Aliens don't NEED 3 hives to finish off the marines because 2 hive abilities are uber. I personally think the advanced armory needs to take less time to advance, and less res to advance as well, so marines can have JPs and HA ready shortly after the second hive goes up. As it is I never see that happening.
ChAtMaN
Mar 24 2005, 04:01 AM
I like this idea, cause atm when all the teamwork goes down the drain and the hmgers arnt covering the glers when they are reloading, they can take to the sky
DC_Darkling
Mar 24 2005, 12:18 PM
I only research HA.. JP is for spare res, if i got in, or if we have so many onos HA can't move a meter.
But this might be usefull
c4t
Mar 24 2005, 07:53 PM
| QUOTE (Mchief @ Feb 27 2005, 10:43 PM) |
| i dont see how this would help game play |
thats because your ideas are crap mcheif, and so is your way of thinking.
i wouldnt mind seeing this at all. maybe have a squad of a few heavies and one jetpacker to assist them in chasing down the fades (since the heavies cant) and it would also help recapping after theyve teched up.
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