Nemesis_Zero
Jun 12 2005, 10:04 PM
Ha! Beat you to it, tanke!
Seriously, it's a tad earlier than usual, but for good reasons.
Please post your thoughts on the post-3.0.4 balance situation below. As usual, you're much likelier to make a difference with your points if you supply arguments instead of allegations.
Innocuous
Jun 12 2005, 10:52 PM
Less alien ties.
Fatal_Error
Jun 12 2005, 10:55 PM
Not speaking competitively, this is actually a very balancing upgrade with the 20 secs less to HMGs for the competitive scene.
Garet_Jax
Jun 12 2005, 11:03 PM
I actually feel that 3.0.5 is even more balanced than 3.0.4

As for 3.0.4- it's still the norm for 2 balanced teams to win their alien games; when the 2nd hive goes active the marines are in serious trouble (siegeing is a bit easier, but I think the Kharaa prefer longer battles (i.e. sieging), as they can heal for free and it costs 0 res for a lethal leaping-focus-celerity skulk to spawn.)
Outside of balance: the game is superb. I have never seen any serious kind of bug (well, everyone complains about hitboxes- though 3.0.5 has helped a lot). It is much more stable than the average retail game I play!
kalimxs
Jun 12 2005, 11:37 PM
its great not having to hit use on the armory
e : this may sound sarcastic but the time does add up
Raz
Jun 13 2005, 11:29 AM
My clan has noticed that with the siege damage what it is now, it's extremely difficult for 2 gorges to heal a hive for any decent amount of time. Since 2 gorges are a third of your team, the damage may be a bit too high now.
Router_Box
Jun 13 2005, 01:28 PM
Sieges are scary, and if they go up, the hive is going down. This might not be a bad thing, and I don't really think that 2 gorges should be able to balance out a siege.
I don't feel that aliens have the upper hand so much anymore. I finally feel like the better team will win.
I have a marine sided team though. We lost our alien side to a weaker team last night but beat them pretty solid even though I was commanding without a microphone on marine side.
And I have no empirical evidance.
Raz
Jun 13 2005, 06:21 PM
Well it's not that I want 2 gorges to counter it fully, it's just that they dont seem to STALL it nearly enough for the aliens to have a chance to kill the sieges.
Innocuous
Jun 13 2005, 10:54 PM
| QUOTE (Router Box @ Jun 13 2005, 08:28 AM) |
Sieges are scary, and if they go up, the hive is going down. This might not be a bad thing, and I don't really think that 2 gorges should be able to balance out a siege.
I don't feel that aliens have the upper hand so much anymore. I finally feel like the better team will win.
I have a marine sided team though. We lost our alien side to a weaker team last night but beat them pretty solid even though I was commanding without a microphone on marine side.
And I have no empirical evidance. |
GG is better than you think...
2_of_Eight
Jun 13 2005, 11:22 PM
Well, 2 gorges is 20 res. A decent siege base is
PG + TF + upgrade + 3 sieges
That's what? 60 res or so? There is no way they should counter each other.
@topic: I feel like 3.04 has pretty much reached NS balance. There are some things that just can't be ironed out (e.g. HL-engine hitboxes)... but other than that, I think it's good.
Router_Box
Jun 14 2005, 02:02 AM
| QUOTE (Innocuous @ Jun 13 2005, 05:54 PM) |
| QUOTE (Router Box @ Jun 13 2005, 08:28 AM) | Sieges are scary, and if they go up, the hive is going down. This might not be a bad thing, and I don't really think that 2 gorges should be able to balance out a siege.
I don't feel that aliens have the upper hand so much anymore. I finally feel like the better team will win.
I have a marine sided team though. We lost our alien side to a weaker team last night but beat them pretty solid even though I was commanding without a microphone on marine side.
And I have no empirical evidance. |
GG is better than you think...
|
I'm well aware that GG has some serious skills. If they had played the whole season they would not only be a playoff team, but I think they would break first round.
Firewater
Jun 14 2005, 03:17 AM
Most of the balance (as in previous versions) is centered around the first 5:00 of game play (or technically when fades come out, which I have seen as early as 2:45, but is rare).
Its essential to the marines to pressure the nodes of the aliens ASAP to break their economy. If their economy is broken, fades can be delayed to about 6:00, assuming the alien team survives.
I've observed that the extra ammo and the little bit of armor (I know its not new, but equally as important) does help a lot. Even though armor 1 is usually the upgrade of choice, sometimes marines do fight skulks without getting parasited. The little buffs do help, but as stated earlier the balance revolves around when aliens get fades, for the most part, and whether or not the marines can counter them with effective upgrades, weapons and tactics.
Just a casual observation from a former competitive player.
Raz
Jun 14 2005, 11:28 AM
| QUOTE (2 of Eight @ Jun 13 2005, 06:22 PM) |
Well, 2 gorges is 20 res. A decent siege base is PG + TF + upgrade + 3 sieges That's what? 60 res or so? There is no way they should counter each other.
|
Absolutely irrelevant. The marines are paying for the luxury of killing a hive from outside the hive. Wallhax should cost.
Example of why res isnt everything:
3 HMGs (even L0) > 1 fade. Correct? But the fade costs more than 3 HMGs, so shouldn't he be stronger?
No.
To be more accurate, you need more than 2 gorges to -COUNTER- the siege. 2 gorges, 2 fades, an onos or 2 if they are a heavy train perhaps? You're looking at anywhere from 125-200 res.
Router_Box
Jun 14 2005, 12:12 PM
| QUOTE (Firewater @ Jun 13 2005, 10:17 PM) |
Most of the balance (as in previous versions) is centered around the first 5:00 of game play (or technically when fades come out, which I have seen as early as 2:45, but is rare).
Its essential to the marines to pressure the nodes of the aliens ASAP to break their economy. If their economy is broken, fades can be delayed to about 6:00, assuming the alien team survives.
I've observed that the extra ammo and the little bit of armor (I know its not new, but equally as important) does help a lot. Even though armor 1 is usually the upgrade of choice, sometimes marines do fight skulks without getting parasited. The little buffs do help, but as stated earlier the balance revolves around when aliens get fades, for the most part, and whether or not the marines can counter them with effective upgrades, weapons and tactics.
Just a casual observation from a former competitive player. |
There is a lot of truth in that FW.
However your fades are really important because they suceed or fail in defending the second building hive. Thats the real balance of power, fade skill is just a big variable in whether or not the hive happens.
tankefugl
Jun 14 2005, 12:14 PM
But do the marine and alien team have a somewhat equal chance of winning a game?
tankefugl
Jun 14 2005, 03:02 PM
Rrriiiiiight.
Dudes and dudettes: Just because Nem created this topic doesn't mean I won't do whatever it takes to keep it clean and focused on balance feedback. Any other topic is for .. you guessed it -- another topic.
(X long, ranting posts deleted. Yes, that means that you are right.)
comrade
Jun 14 2005, 03:04 PM
hive 2 aliens are still too strong
tankefugl
Jun 14 2005, 03:08 PM
I know you like one-liners mu, but elaborate please.
CommunistWithAGun
Jun 14 2005, 03:11 PM
| QUOTE (tankefugl @ Jun 14 2005, 10:08 AM) |
| I know you like one-liners mu, but elaborate please. |
Hive two aliens are way to powerful, BECAUSE
Not only do they get free cele+focus leaping skulks, bilebomb is insanely easy to use now with its long range. I think the best idea would be to have upgrades for skulks cost resources at hive two.
comrade
Jun 14 2005, 04:14 PM
Hive2 aliens = Aliens get leap, their armour absorbtion increases, they get umbra, fades have NO FEAR of ANYTHING (meta + hive2 armor + umbra + focus)
2 chamber types at once = overpowered
focus = overpowered
when the second hive goes up the aliens get all these at once
marines don't know what the **** and need top tier to survive, it's insanely hard to make any kind of push while the hive heals aliens
marines have to go in a group at all times, they either go for an alien hive which means the aliens just have to hold them off until the skulks eat all their res and they push them back or a fade gets enough res to onos
if marines go after res they get attacked by the overpowered hive2 aliens
you NEED sieges to take out a second hive, umbra + gorge heal + flying focus fades + twice the spawn speed of skulks + free upgrades + super fast gestate times = no way can you get into hive room
you cant afford sieges because there is always at least one skulk attacking your nodes
you cant send one or two guys alone to take nodes against hive 2 aliens because all it takes is 1 fade and 1 skulks and you're a dead marine. if you send three guys to hold nodes then 2 hive aliens can just spot you on SoF or silence run away with parasites on you and attack other nodes, either forcing them to split up or just lose the nodes (remember, split up = dead)
not to mention that if you send 2 or 3 guys away to hold your nodes you are going to lose any siege position
the constant need for meds against spore and focus drains res
the constant need for more ammo because you can't kill anything that has 2 hives (umbra + hive healing + leap/blink/celerity flight) you can only make them run away, drains res
jetpacks are useless endgame tech, if the second hive is up you're GOING to get focused down, if aliens dont take sensory at second hive they're being stupid
while you're sieging a hive, chances are the aliens are building new nodes HELLO MR. ONOS STOMP MACHINE
stomp > siege bases
the only hives that are possible to siege without getting REALLY LUCKY are fusion reactor from cargo or the ones on nancy, but only if an onos can't get in there (comm chair blocking oh wait that costs 30+ res and it's lame as ****)
i'm sure there's more
god damn 2 hive aliens annoy me
edit: oh yea, bilebomb
you can forget about having any static defense because the only affordable option (mines) just went out the window and even then, mines cost a whole lot anyway
you cant take out a bilebombing gorge in a hive, but bilebomb can get round corners and take out your sieges, tfs and phase gates
at least when there is no gorge bilebombing you HAVE a chance to siege, i mean, it's not like its hard enough to fend off focus leap celerity fades, skulks with spores and umbra
WELDERS, time you spend welding is time wasted because you aren't shooting, which means the fades can stay longer and blahblahblah
Obligatory complaint about hand grenades being useless because they aren't like TFC nades and you have to waste time and res upgrading, also their damage sucks if you get more than a meter away it doesnt hurt you.
Obligatory complaint about cat packs sucking because they cost too much and dont speed up reload times
also: we dont have time or res to upgrade any of this stuff because all res is either spent on rebuilding nodes, armor/weapon upgrades, armory upgrades and meds/ammo.
I would rather have HMGs than hand grenades and armor1/weapons2 over catpacks, thats the choice we're forced to make otherwise the alien hive gets built and you lose
Garet_Jax
Jun 14 2005, 04:22 PM
| QUOTE (tankefugl @ Jun 14 2005, 04:08 PM) |
| I know you like one-liners mu, but elaborate please. |
If I may...
Once the 2nd hive (40 res) goes up, and someone spends spends 30 res on the 2nd chambers; 100 res has been spent overall (1st hive chambers is the other 30 res). This allows celerity, focus, leaping skulks to be rolled off the production line free of charge.
In comparison, 100 res is all the marines start with. It gets them their basic structures + 2 RTs. They -may- have a1 with that res, but that's their only upgrade. Granted, there's a big time delay in the aliens' use of that 100 res; but nevertheless, the equivocal vanilla units at this point are:
- armour 1, weapon 0 LMG marines.
- leaping, celerity, focus, hive 2 skulks.
I think things come so cheaply to the aliens. Am I right in saying that a tick occurs every 6 seconds? Assume the aliens have 3 RTs; they will have a lerk, a flash fade, a hive and chambers in 3 minutes (that's 2:30 mins, +30s to get those 2 RTs up (although in reality it may take 60s.)
To balance this, marines need the other 7 RTs on the map (which implies that their lines are thinly spread, and/or none of the aliens are pressurising RTs); or they have to relay on killing the alien RTs ASAP, and the gorges that can put them back up.
[EDIT: mu beat me to it]
MrGunner
Jun 14 2005, 04:44 PM
A lot of people are complaining about the strength of aliens at hive 2 but the real problem is with aliens at hive 1. In previous versions there was innate regen so most every clan went dcs to start and then scs or mcs for hive 2. This led to what I consider to be a major problem with 3.0f in general.
I hate to say it but I think movement chambers are too strong at hive 1 now. Not that they weren't always awesome at hive 1, I mean obs has been using them for quite some time now to beat teams a lot better then us, but with innate regen there is no reason for fades to need dc upgrades at hive 1. Instant teleporting to building hive plus silence and celerity skulks for free it greatly improves the alien early game which allows that second hive to go up.
Then of course once that second hive is up teams have the choice of defense chambers or sensories, but really with meta and innate your fades still don't really need regen at all so most teams go with scs for the most overpowered upgrade in the game. Add in leaping focus silent skulks and you are in for a good time as marines unless you have proto tech ready. Of course focus skulks, lerks, and fades vs jetpackers, or sof celerity onos vs heavies is kind of an unfair matchup.
I really don't know how this could be fixed and I really don't want to see movements get nerfed but there is a substantial problem there. Personally I think that the game should move in a direction away from dependance on the number of hives and focus on speed and skill where the better team won't be penalized because they made a small mistake, or let a hive go up.
SaltzBad
Jun 14 2005, 05:00 PM
Innate is an extra bullet for skulks, and thats about it. Granted thats 10% more durability right frickin' there, but the other advantages of innate are cosmetic. While you can say a fade can take really minor scrapes and heal back up with innate, thats great - but innate takes an immense amount of time to counter injurys that take no time at all to inflict.
coris
Jun 14 2005, 05:03 PM
I agree with mu, but I have to add, free celerity skulks are a joke.
Router_Box
Jun 14 2005, 05:41 PM
You guys are just listing every disadvantage the marines have at hive 2. The reality is that if all of those things were reversed, the game would be just as marine biased.
A click is every 4 seconds, so maybe you wanna rethink those numbers.
A Major Major MAJOR inbalance in the game is that armor upgrades are broken. The only worthwhile upgrade is armor 1. If you make a2 and a3 actually do something worthwhile maybe spending the assload of res to get them could assist with the two hive alien situation. Armor that matters would make marines much scarier, and the game more balanced and awesome.
digz
Jun 14 2005, 05:48 PM
| QUOTE ("Router Box") |
| A Major Major MAJOR inbalance in the game is that armor upgrades are broken. The only worthwhile upgrade is armor 1. If you make a2 and a3 actually do something worthwhile maybe spending the assload of res to get them could assist with the two hive alien situation. Armor that matters would make marines much scarier, and the game more balanced and awesome. |
This is how I feel as well. Honestly, I feel that 3.0.4 is pretty balanced and that marines are winning again due to being a better team and not praying on winning based on errors from the opposing team.
Kmart
Jun 14 2005, 06:14 PM
Marines usually only win if they can bring the aliens down to one RT before 5:00 and if they hang on to their phase gate outside the second hive at 6:30.
More than one alien RT before 5:00: earlier celerity fades, more RTs -> enough res to drop second hive in a reasonable amount of time (4:00-5:00) -> more fades around 7:00.
Dead phase gate at 6:00 or 6:30: second hive up -> aliens get leap, metabolize, and focus -> aliens win.
Since level 3 silence/celerity is so common now the first one is especially hard to take care of.
Nemesis_Zero
Jun 14 2005, 06:46 PM
(As a reminder, while I appreciate points regarding full upgrades or weapons - say, Focus or Grenades - keep in mind that we won't be able to make whole exchanges for 3.0.5.
Just trying to keep everyone's hopes realistic.)
Rammstien
Jun 14 2005, 07:25 PM
I would like to see the marine armor reduced again. NS at the point, imo, is very imbalanced. At the start of a round a good team of marines can get HUGE map control and the aliens have little chance at stopping a organized assault . Especially with the additional ammo which frees up res for marines early game. Until a lerk/fade gets up marines have too much map control.
The reduced armor and ammo forces marines to spend res(on ammo packs and armor 1) in the early game where they are the strongest. To offset this weapon upgrade damage could be increased slightly so that marines get help midgame where they really need it, not early game where they dominate the map.
surprise
Jun 14 2005, 07:40 PM
you know 1 parasite is enough to nullify the armor boost?
and parasiting itself is immensly useful
Rammstien
Jun 14 2005, 08:06 PM
Most of the time that a battle comes down to that 10 hp is the battles that are fought up close and those are battle where it is very hard to effictively parasite without getting yourself killed.
a_civilian
Jun 14 2005, 08:12 PM
| QUOTE (Router Box @ Jun 14 2005, 01:41 PM) |
| You guys are just listing every disadvantage the marines have at hive 2. The reality is that if all of those things were reversed, the game would be just as marine biased. |
I doubt anyone wants every one of those advantages to be removed. The numbers merely serve to emphasize the unparalleled effect the second hive has on the game.
The second hive simply offers too many advantages for a single tech, particularly considering its vulnerability. If the marines make a mistake and the second hive goes up, its benefits overpower them. If, on the other hand, the aliens mess up and lose the second hive before it completes, they receive none of its benefits for at least another 3 minutes, during which time they must face advanced marine tech with only mid-tier tech. The game depends too much on this one structure; the odds very quickly stack against the team that loses it.
Firewater
Jun 14 2005, 09:01 PM
| QUOTE (Raz @ Jun 14 2005, 06:28 AM) |
| QUOTE (2 of Eight @ Jun 13 2005, 06:22 PM) | Well, 2 gorges is 20 res. A decent siege base is PG + TF + upgrade + 3 sieges That's what? 60 res or so? There is no way they should counter each other.
|
Absolutely irrelevant. The marines are paying for the luxury of killing a hive from outside the hive. Wallhax should cost.
Example of why res isnt everything:
3 HMGs (even L0) > 1 fade. Correct? But the fade costs more than 3 HMGs, so shouldn't he be stronger?
No.
To be more accurate, you need more than 2 gorges to -COUNTER- the siege. 2 gorges, 2 fades, an onos or 2 if they are a heavy train perhaps? You're looking at anywhere from 125-200 res.
|
What is also important to recognize is that 1 alien resource point does not equal 1 marine respoint.
Firewater
Jun 14 2005, 09:03 PM
| QUOTE (Router Box @ Jun 14 2005, 07:12 AM) |
| QUOTE (Firewater @ Jun 13 2005, 10:17 PM) | Most of the balance (as in previous versions) is centered around the first 5:00 of game play (or technically when fades come out, which I have seen as early as 2:45, but is rare).
Its essential to the marines to pressure the nodes of the aliens ASAP to break their economy. If their economy is broken, fades can be delayed to about 6:00, assuming the alien team survives.
I've observed that the extra ammo and the little bit of armor (I know its not new, but equally as important) does help a lot. Even though armor 1 is usually the upgrade of choice, sometimes marines do fight skulks without getting parasited. The little buffs do help, but as stated earlier the balance revolves around when aliens get fades, for the most part, and whether or not the marines can counter them with effective upgrades, weapons and tactics.
Just a casual observation from a former competitive player. |
There is a lot of truth in that FW.
However your fades are really important because they suceed or fail in defending the second building hive. Thats the real balance of power, fade skill is just a big variable in whether or not the hive happens.
|
You are absolutely correct, I neglected to put that in. Unless the second hive can be killed before the marine resources towers are destroyed, OR before the second set of upgrade chambers goes up (ESPECIALLY Sensory), then the marines chances of winning are about that of getting a ninja phase and all out shotgun rushing.
Firewater
Jun 14 2005, 09:12 PM
| QUOTE (MrGunner @ Jun 14 2005, 11:44 AM) |
A lot of people are complaining about the strength of aliens at hive 2 but the real problem is with aliens at hive 1. In previous versions there was innate regen so most every clan went dcs to start and then scs or mcs for hive 2. This led to what I consider to be a major problem with 3.0f in general.
I hate to say it but I think movement chambers are too strong at hive 1 now. Not that they weren't always awesome at hive 1, I mean obs has been using them for quite some time now to beat teams a lot better then us, but with innate regen there is no reason for fades to need dc upgrades at hive 1. Instant teleporting to building hive plus silence and celerity skulks for free it greatly improves the alien early game which allows that second hive to go up.
Then of course once that second hive is up teams have the choice of defense chambers or sensories, but really with meta and innate your fades still don't really need regen at all so most teams go with scs for the most overpowered upgrade in the game. Add in leaping focus silent skulks and you are in for a good time as marines unless you have proto tech ready. Of course focus skulks, lerks, and fades vs jetpackers, or sof celerity onos vs heavies is kind of an unfair matchup.
I really don't know how this could be fixed and I really don't want to see movements get nerfed but there is a substantial problem there. Personally I think that the game should move in a direction away from dependance on the number of hives and focus on speed and skill where the better team won't be penalized because they made a small mistake, or let a hive go up. |
Another thing that boosts the movement chambers is the adrenaline boost (I believe 25%?) that the aliens get around ONE movement chamber, ESPECIALLY when siege does not damage aliens anymoire. This is not only beneficial to gorges healing the hive (as they can have infinite adrenaline near the movement chambers, with the adrenaline upgrade) it also helps fades and most importantly, lerks.
Lerks can really exploit (note LEGALLY) the celerity upgrade when the defending the hive with movement chambers. They can fly out, spore and/or umbra, fly back, and quicker then it takes to heal have their whole energy meter back for another volley of spores and umbra.
This forces the marines to get welders which at 5 resources a peice can add up. in a 6v6 format to outfit everyone in the field with welders would cost 25 res. My math maybe wrong but I believe its 10 res for a turret factory, and 15 to upgrade to siege? That seems like a significant thing about the game to be concerned about.
My suggestion(s) (though I know it will be ignored) is to lower the energy bonus from 25% per chamber to around maybe 5 or 10%. Or force sieges to not damage aliens, but maybe force knockback (relatively small percentage) so that way the gorge healing on top of the hive is vulnerable to being knocked off. It would force the alien team to be concerned about that gorge AND the hive, rather than just the hive.
Another suggestion would have welders be a researchable upgrade, say around 40 resources, so that whenever a person spawns they can spawn with a welder.
The first two suggestions seem reasonable, either one or the other or both, to give marines a better shot when the second hive is up.
Jmmsbnd007
Jun 14 2005, 11:29 PM
I like the sound of that researchable welder idea.
kalimxs
Jun 14 2005, 11:32 PM
wouldn't 40 res be too much? hell that's the cost of HA resesarch right there.
MrBen
Jun 14 2005, 11:35 PM
40 res is a pretty tall order though for an upgrade that most people will want early game, not like marines aren't stretched enough having to get a1, w1, w2, AA, PGs and drop weapons without dicking out 40 res for welders when you normally just drop 2 and throw them around.
2_of_Eight
Jun 15 2005, 12:12 AM
That 40 res will make armour more viable against an alien team that has a lerk sporing. Spores completely annihilate armour (and res on meds

), making welders pretty much necessary.
It would be a wise investment, but not always. I like that upgrade.
Firewater
Jun 15 2005, 12:50 AM
| QUOTE (kalimxs @ Jun 14 2005, 06:32 PM) |
wouldn't 40 res be too much? hell that's the cost of HA resesarch right there. However, maybe 40 res is a little steep, but the number resources required is insignificant to what researched welders can bring. That is with proper playtesting, a suitable amount of resources could be determined. The point is that researched welders would be effective, the cost is unimportant right now.
I would make it so you can still pay for individual welders, but have the welder upgrade replace handgrenades.
|
Well you have to take into consideration what you are getting.
40 res=8 welders, if you have marines die more than 8 times at time of research, then its already paid for.
Also as a comm you wouldn't have to worry about forgetting to drop them when under pressure.
MrBen
Jun 15 2005, 01:06 AM
Yes but 5 res every now and then is no big deal, an extra 40 res upgrade early game is good bye something else (Who needs HMGs or weapons2 anyway?).
Firewater
Jun 15 2005, 01:38 AM
| QUOTE (MrBen @ Jun 14 2005, 08:06 PM) |
| Yes but 5 res every now and then is no big deal, an extra 40 res upgrade early game is good bye something else (Who needs HMGs or weapons2 anyway?). |
and as stated earlier, the resources could be tweaked, so there is no logic in debating that.
If you are going to criticize the idea, criticize the idea itsself, not a tweakable number.
Firewater
Jun 15 2005, 01:38 AM
double post.
Trevelyan
Jun 15 2005, 02:07 AM
I've honestly seen more combat games whose outcome is up in the air longer then NS games. The 2nd hive is to important, fades are to important, Aliens just CAN'T rebuild early game, post-hive2 marine gaming is only ninja phases, and there is little chance of shottyless marines taking out a force of upgraded leap skulks.
Here are a few solutions with my reasoning behind them:
- Remove RFK... both teams. At least then early game situations won't be only 5ish minutes. The game wouldn't be 100% focused on that 2nd hive and keeping it down/up. Res towers are important once more.
- Gorge evolution cost lowered. This is to not only extend the time before the 2nd hive/fade is able to be built (less starting res) but to assist alien early game rebuilding (since the focus of the game is hopefully less about hives and more about resources). It shouldn't be more then 5... I'd just make it free like the skulk to make battle gorging something the alien team can do without sucking their RT/hive/fade res dry.
- Make the first skulk upgrade free, after the 2nd hive if the alien wants a upgrade from another chamber it'll cost 1 res. At the 3rd hive... the third and final chamber upgrade would be 2.
- Up skulk walking speed. Its hard to make something quick in a game like HL without people turning that speed into WTHcrackskulksonicboom speed through bunnyhoping. Perhaps the walking speed shouldn't be increased... but WALLSPEED (if thats even possible). I'd like more emphasis put on the skulks wall climb and less on "RUSH THE MARINES". Bunnyhoppers feel they are "skilled" because they can jump around really fast... but the way they use it seems so void of stratigy.
- Ambushing isn't viable Post-MT without sitting for long periods of time (instant death for an alien team BTW... a member being inactive for any amount of time). So i believe aliens going at a walk speed shouldn't show up on MT. It allows for skulks to move into positions for ambushing WHILE the marines are moving about the map.
- Perhaps adding a long wished for wall jump off the wall/roof should be added for increased agility/evasion for wall-running skulks
What this would (hopefully) do is put less focus on fades and hives and put it back in early game type fighting. Isn't that honestly where most of the fun is in NS_ ? I hate seeing game after game of the losing team F4ing after the 8 minute mark.
Lump
Jun 15 2005, 02:19 AM
replacing the hand grenade upgrade with a welder upgrade is still a great idea as hand grenade is pretty much useless.
mt is basicly a wall hack and doesnt cost 40 res, 40 would be too much (depending on the research time).
personally id say 30 res and 40 seconds. not always will marines actually use the welders remember, and its useless for lone marines.
about the mc's giving the adren boost.. often enough sieges will take out the mc's while they are hitting the hive unless the gorge knows where to place them properly (very rare).
personally i think celerity is still overpowering. It makes the higher lifeforms so strong as they can just soak up bullets, it really does need to have its speed increase % lowered a bit. just to stop cele lerks and fades being soo dominant.
sieges are very powerful now but thats ok, just a ***** when against HA with sieges in a high res game.
Early game is still just about balanced and was never really off imho. Cant really give reasons, it was just working for both sides equally.
the gestate time has made like, no difference at all, aliens spend more than 1 second camping to ambush so increasing the time it takes for them to get an upgrade by 1 second was pretty pointless.
not had enough experience with the newest patch to comment on the research time changes.
kalimxs
Jun 15 2005, 03:56 AM
| QUOTE (Firewater @ Jun 14 2005, 08:38 PM) |
| QUOTE (MrBen @ Jun 14 2005, 08:06 PM) | | Yes but 5 res every now and then is no big deal, an extra 40 res upgrade early game is good bye something else (Who needs HMGs or weapons2 anyway?). |
and as stated earlier, the resources could be tweaked, so there is no logic in debating that.
If you are going to criticize the idea, criticize the idea itsself, not a tweakable number.
|
the idea is fairly good [although you should know its already been suggested], but the problem is welders still leave you fairly open to attack when using them, perhaps 20 res or so and a longer reseach time, say on the armslab so it slows down weapon/armor upgrades when researched.
BulletHead
Jun 15 2005, 04:01 AM
Still have the same issue though
1 fade = 3 sg lvl 2 marines
2 fades = 6 sg lvl 3 marines
3 fades > marine team
4 fades > all
but now we've simply nerf sticked the skulks with the extra 5 AP which, in all seriousness, doesn't affect fade balance
I say REDUCE skulk DAMAGE and INCREASE it's SPEED
Then, INCREASE fade DAMAGE and DECREASE it's RATE OF FIRE, to make it more pure hit and run
Increase lerk speed in general
To compensate
Increase LMG clipsize?
Increase LMG per bullet damage?
Increase Knife damage?
Increase LA speed when only holding a knife (c'mon... I can run faster carrying a 40 pound backpack, a binder, my laptop, and a lunch box)
Trevelyan
Jun 15 2005, 04:03 AM
| QUOTE (Lump @ Jun 14 2005, 09:19 PM) |
| personally i think celerity is still overpowering. It makes the higher lifeforms so strong as they can just soak up bullets, it really does need to have its speed increase % lowered a bit. just to stop cele lerks and fades being soo dominant. |
Now do you mean carapice? because celerity doesn't let you absorb more bullets... it lets you get away from the marines and back to the hive for healing faster. On pub marines it does make them miss a bit more... but since this is in the competitive forum I'll assume everyone can hit a cele fade reasonably well.
ultranewb
Jun 15 2005, 04:36 AM
Personally, I'll hold back on judgment until people adjust to the new hit detection code. Let me rephrase that: I wouldn't monkey with balance until we se just how much of an effect the hit detection has on the overall marine game once (assumming 3.0.5 becomes an official release).
NGE
Jun 15 2005, 05:02 AM
I liked it when seiges dealt less damage to chambers but hurt aliens as well.
Your structures didn't drop in half a second yet aliens needed to be careful around the seiges. I thought it was a lot more fun, and seiges back in the day could work on 2 hive aliens.
But the new sieges can work, anyways.