Static D seems very weak

SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
It seems to me that static D (sentries, whips, hydras) isn't very good in the current build. My thoughts are:

0) Not talking about crags. Crags are obviously awesome.

1) The carbon-based defenses (sentry, whip) are not optimal. Carbon is very scarce and a comm will probably get more value from almost any other use of carbon. Team upgrades, weapon unlocks, RTs, IPs, and of course Hives and CCs all seem like a better deal. So static D gets optimized out, delayed until you have a carbon surplus.

2) Hydras are cheap and weak. Aliens always seem to have excess plasma, so hydras should be viable if placed in numbers. Unfortunately, due to hydra lag, spamming them isn't an option.

3) For the cost, all static D falls too easily and too QUICKLY to even the basic units. I'm OK with static D in the role of speedbump. But for 10 or 20 carbon, a 30 sec lifespan vs. a pistol/skulk seems too short.

4) I understand the urge to buy a little defense against low-level harassment. For example: placing a sentry overlooking your IP, or protecting a remote RT from a ninja. However, it may be better to just spend that 10/20 carbon elsewhere and have a player on defense.


Due to all of the above, I mostly see static D as filler in the mid-to-late game when carbon starts to accumulate. As the end-game units are patched in, even that role will diminish.

I'm curious what other people think. Do you use static D in a planned way, or just when you have spare carbon? Under what circumstances do you find it effective? Is there any upgrade or building you'd delay in order to buy static D?

Comments

  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Sentries are definitely more effective than either hydras or whips, but of course they cost the most. Whips and hydras are really only good at slowing down marines, which could be worth it if it slows them down enough to allow other alien players to kill the attack. Similarly, sentries will only HELP with defense, not defend itself. What I hate seeing is loads of mature (upgraded) whips. That's such a waste of resources right now (until bombard is put in).

    As alien commander, I rarely build whips at all. I just build 1 in a semi-useful spot to get that all-important melee #1 upgrade (2-bite skulk kills) and running leap.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I am hoping static D whips, crags, hydra, sentry, and portable power nodes???
    will continue to be used in some capacity to defend bases both alien and marines...but not used too heavily.

    But more importantly will become the forward base model.
    when you simply want to take a hallway .... before you push into the res node or tech node room.
    then they can recycle or die.

    currently for the marines this usually means building an armory.
    I believe this is because turrets have become less bang for the buck.
    and i have seen some games where the alien commander built a crag whip combo as a mini forward base.

    But this is all what I HOPE and THINK.
  • mokkatmokkat Join Date: 2009-08-30 Member: 68652Members
    edited February 2011
    defense is for deterence mostly. Sentries needs to be cleverly placed, whips too (around corners, behind res towers, etc) - it adds to the strategy element.

    I would like some balancing though. As much as I think sentry is maybe a little overpriced for its poor hp and killing power, the cost is necessary to avoid spam - on the other hand I think hydras should be more expensive, at least compared to the ton of spare plasma we earn at the moment.
    Whips are fine, bombard would be nice. Crags are totally OP :D While commanders have only a short time to repair or get backup to a sentry, two crags outheal anything that isnt an all out marine assault in a wide area of effect. The crag even heals through walls, which is imba - especially when hidden in vents marines cant get to.
  • FuzionMonkeyFuzionMonkey Join Date: 2005-05-04 Member: 50889Members
    I don't think anybody wants strong static defenses.
  • lazylazy Join Date: 2005-07-23 Member: 56631Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1829121:date=Feb 2 2011, 04:12 AM:name=lazy)--><div class='quotetop'>QUOTE (lazy @ Feb 2 2011, 04:12 AM) <a href="index.php?act=findpost&pid=1829121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how about sunny D<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can get a sunny effect using the flamer on static D

    Or change all the models to fruity drink...
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Seeing as a sentry is only useful as a defense with a MINIMUM of two, the actual MINIMUM cost for a USEFUL sentry placement is 40 carbon. This is waaaaaaaay too steep.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1829061:date=Feb 1 2011, 11:47 AM:name=Squidget)--><div class='quotetop'>QUOTE (Squidget @ Feb 1 2011, 11:47 AM) <a href="index.php?act=findpost&pid=1829061"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) The carbon-based defenses (sentry, whip) are not optimal. Carbon is very scarce and a comm will probably get more value from almost any other use of carbon. Team upgrades, weapon unlocks, RTs, IPs, and of course Hives and CCs all seem like a better deal. So static D gets optimized out, delayed until you have a carbon surplus.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    Weak static defenses are fine if they are priced appropriately. Currently, sentries, and to a lesser degree crags/whips, cost way more carbon then they are worth. I think the best solution is to drop their costs significantly (somewhere between 2-5 carbon), but cap the total number per side or per tech node room. That way, they are more cost effective, but you can't spam them.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    IMO, as the teams get larger, static defenses will be killed so quickly, they will be a total waste of resources. Buildings will probably need health scaling based on team sizes.
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I think they should just put them back to personal res, but have a limit of 2-3 to a power node and then have a something that costs team res to that can upgrade the limit that a power node can support.
  • SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
    <!--quoteo(post=1829118:date=Feb 1 2011, 10:19 PM:name=FuzionMonkey)--><div class='quotetop'>QUOTE (FuzionMonkey @ Feb 1 2011, 10:19 PM) <a href="index.php?act=findpost&pid=1829118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think anybody wants strong static defenses.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope, and that includes me. The game is primarily about the combatants, not comm tower defense.

    But they shouldn't be weak either. They should be cost-effective and fulfill some kind of strategic role, or they should be removed.

    Put another way: games shouldn't have any "I'm a newbie" buttons. IMO, whips are pretty much newbie buttons, and sentries aren't too far off.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1829136:date=Feb 1 2011, 10:32 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Feb 1 2011, 10:32 PM) <a href="index.php?act=findpost&pid=1829136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Buildings will probably need health scaling based on team sizes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    oh i like this idea alot...
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