Possible SC Fix!
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">the final balancer?</div>Ok. MC = DC now, awesome.
SC is still weak though. Its the most powerful chamber by itself, but its also the most counterable by the comm. That a fun gameplay aspect.
But the main reason why SC is the weakest of the 3 is healing the hive. MCs have adren gorges, DCs are powerhouse healers themselves.
So how about if sensory chambers countered scans? Either by (1) a scan within the range of an SC had its 10 second life reduced by 2-3 seconds, or (2) alien structures/players within the range of an SC, when scanned, recloak 2-3 seconds earlier.
Since sieges fire every 4 seconds, the optimal output for a scan, being 3 sieges, would definitely be reduced to 2. It would require more effort on the marine team to siege an SC hive (more obs, more siege), give aliens a better chance (less siege = more chance to kill the siege and heal the hive), and even provide new gameplay dynamics (dropping an OC to take hits away from the hive would be more effective, marines would rush into the hive more).
A more detailed discussion of this was started in the Ideas & Suggestions forum, found <a href="http://www.unknownworlds.com/forums/index.php?s=2084982212108574976&showtopic=100740" target="_blank"><u>here</u></a>.
Thoughts?
SC is still weak though. Its the most powerful chamber by itself, but its also the most counterable by the comm. That a fun gameplay aspect.
But the main reason why SC is the weakest of the 3 is healing the hive. MCs have adren gorges, DCs are powerhouse healers themselves.
So how about if sensory chambers countered scans? Either by (1) a scan within the range of an SC had its 10 second life reduced by 2-3 seconds, or (2) alien structures/players within the range of an SC, when scanned, recloak 2-3 seconds earlier.
Since sieges fire every 4 seconds, the optimal output for a scan, being 3 sieges, would definitely be reduced to 2. It would require more effort on the marine team to siege an SC hive (more obs, more siege), give aliens a better chance (less siege = more chance to kill the siege and heal the hive), and even provide new gameplay dynamics (dropping an OC to take hits away from the hive would be more effective, marines would rush into the hive more).
A more detailed discussion of this was started in the Ideas & Suggestions forum, found <a href="http://www.unknownworlds.com/forums/index.php?s=2084982212108574976&showtopic=100740" target="_blank"><u>here</u></a>.
Thoughts?
This discussion has been closed.
Comments
how about make it so that you can actually run while cloaked so that it would actually be worth getting as a chamber
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cloaking doesnt need a buff
getting attacked by something invisible that is either standing still or moving slowly is not fun.
i would imagine getting attacked by something coming at you full speed thats invisible to you would be ridiculously un-fun.
no thanks.
sc is a lot better if you use the chambers to cloak and get focus early. bite + para owns. bite + para + cloak is RIDICULOUS. Lower obs starting energy by one ping maybe, raise obs cost by 5 maybe, raise sc hitpoints maybe. If you get focus and have a good sc network early on you force them to decide between obs or a1 first, or 2nd obs or w1, etc. I think the only thing that should really be changed is to somehow buff the ability to network scs. increase range? another problem is once a sc in the field has been pinged, its dead. I don't know how to fix that.
The only thing I'd like to see and already suggested is, that SCs should not show on the marines/commander's minimap, if it's scanned.
At the moment it's one scan and gg SC, because marines remember the position and shoot it after "going in", except the SC is in some vent, which keeps it alive in the early game at least.
SC could still be destroyed easily, if marines are nearby the scan and keep looking for the unlocked SC on their own.
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