Electricity defense on powernode
Classic319
Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">suggestion</div>Powernode seems to be too vunerable and make it so easy for Aliens to get lots of advantages at skirmishes.
Just single skulk can turn it down... that makes no sense. Whether skulk is overpowered or not, powernode is for me the most unbalanced one.
Of course it's a great idea and also great system but being unbalanced will never make it positive anymore.
So my suggestion is to put electricity defense basically for whole powernodes. (just like NS1 stuff)
I'm confident it would make game more balanced cos no single skulk will be able to turn it down alone in the beginning of the rounds.
Thank you :) And I'm still desiring to see more bright-atmosphered maps like ns_eclipse, ns_veil and especially ns_origin,,, and also with high ceilings that all were in NS1! NS2 would not be that fun than expected if it keeps being obstinate with small hallway skirmishes just like now. That's why DOD:S just completely failed even though the original has always been called as one of the best games.
I always believe you devs are concerning about it and thank you again for your efforts.
Just single skulk can turn it down... that makes no sense. Whether skulk is overpowered or not, powernode is for me the most unbalanced one.
Of course it's a great idea and also great system but being unbalanced will never make it positive anymore.
So my suggestion is to put electricity defense basically for whole powernodes. (just like NS1 stuff)
I'm confident it would make game more balanced cos no single skulk will be able to turn it down alone in the beginning of the rounds.
Thank you :) And I'm still desiring to see more bright-atmosphered maps like ns_eclipse, ns_veil and especially ns_origin,,, and also with high ceilings that all were in NS1! NS2 would not be that fun than expected if it keeps being obstinate with small hallway skirmishes just like now. That's why DOD:S just completely failed even though the original has always been called as one of the best games.
I always believe you devs are concerning about it and thank you again for your efforts.
Comments
Any decent comm would should be able to defend his base,
plus Marines have a duty to protect the base early on until defenses are established and they are able to roll out.
The power-node is the biggest priority for the Frontiersman and they should be smart enough to keep an eye on them.
Don't fix which isn't broken.
theres still a lot for this game to get fleshed out before we really see how it plays
but as it is right now theres only 2 ways to win, and this is to rush all techpoints or rush initial spawn. Easy for aliens because they can build drifters and get them out quickly and easily take the lead but if a good tsa team gets second cc once they fts its pretty much over for the aliens or long long stalemate