Bad Time to remove armor from armories

AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS!Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
<div class="IPBDescription">Not a bad change so much as a bad time to implement this</div>LAtely, its impossible to win as marines, especialy now that turrets are pointless, aliens are Uber, and now, armories don't give armor back, you have to rely on other people to give you armor. which is extremely tedious, unlikely, and unfun, whilst i have been the team fickser, nobody else seems to grab a welder to do anything, lest its getting resource points back that have lost power or welding base structures.
Not that bad a change, but an extremely terrible build to put it into.
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Comments

  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    I like the change in itself, it's going away from serving console kiddies on a silver platter.
    Ppl will learn to help each other, give more than a few days...

    But buffing aliens further, and at the same time, without buffing marines in turn...THAT is gamebreaking as I have commented about here:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119576&view=findpost&p=1954757" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1954757</a>
    and further here:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119576&view=findpost&p=1954766" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1954766</a>
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    The function worked in ns1, but that was because it was much slower paced than ns2 is. so there needs to be a comprimise of some sort, maybe a slower armor healing from the AA where the welder is the "very fast armor recuperation" tool, the adv armory is the "very slow armor recuperation without need of outside help" structure?
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Call me crazy, but compared to b214, this build has been more balanced. I do not mean the game is balanced yet, just oddly better. If both teams are half good and equalish in skill, the marines have a chance.

    I have played some games where I am the only one getting a welder, and I have also fought teams where every single marine tries to weld each other at the same time. Silly stuff but I attribute it to how new the players are.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2012
    It is setting up the game to implement exos (plus a needed change imo) but NS2 pace wise is MUCH slower than NS1. Dont let marine sprint fool you. Plus armory humping got annoying, it was a problem in NS 1 and made worse in NS2 by the armor gain.



    Imagine aliens without the onos. It would be a much different game.
  • GrimfangGrimfang Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
    I agree that che change is making sense, but atm on public servers, marines tend to lose more. It's not impossible, and skilled marines and commanders can destroy an unprepared alien tema, but if both teams are of average skill, aliens win more often.
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    Removing the armoy regain from armory is the best solution for ns2
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Advanced armories should fix armor tho. Would be a great perk, considering that using 20res to make advanced armory doesn't actually give anything right now. But oh well.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1954901:date=Jul 29 2012, 12:58 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jul 29 2012, 12:58 PM) <a href="index.php?act=findpost&pid=1954901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Advanced armories should fix armor tho. Would be a great perk, considering that using 20res to make advanced armory doesn't actually give anything right now. But oh well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The Advanced Armory gives access to the Grenade Launcher and Flamethrower, how is that nothing?
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1954904:date=Jul 29 2012, 07:08 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jul 29 2012, 07:08 PM) <a href="index.php?act=findpost&pid=1954904"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Advanced Armory gives access to the Grenade Launcher and Flamethrower, how is that nothing?<!--QuoteEnd--></div><!--QuoteEEnd-->

    And a protolab right?
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Yes, you spend res to get access to spend more res. Not the most rewarding concept, yes, I know, no biggie, but I just thought armor repairing would be a fitting perk for that slot.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1954925:date=Jul 29 2012, 02:56 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jul 29 2012, 02:56 PM) <a href="index.php?act=findpost&pid=1954925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, you spend res to get access to spend more res. Not the most rewarding concept, yes, I know, no biggie, but I just thought armor repairing would be a fitting perk for that slot.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The reward isn't that you can spend more res, the reward is the access to the Grenade Launcher and Flamethrower. From my point of view there should only the welder and maybe the MAC to restore damaged armor.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    I was just saying upgrading to advanced armory is one of few (or only?) res sink that doesn't give you an upgrade or a new building in itself. >:3
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1954928:date=Jul 29 2012, 03:07 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jul 29 2012, 03:07 PM) <a href="index.php?act=findpost&pid=1954928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was just saying upgrading to advanced armory is one of few (or only?) res sink that doesn't give you an upgrade or a new building in itself. >:3<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think i can't follow you. The Advanced Armory gives Access to two new weapons which are kind of a upgrade and it is required for the proto lab afaik i think thats a fair deal.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited July 2012
    what he's saying is that you gain nothing from the AA directly: there is no point in upgrading it if you do not plan to research the new weapons right away. e.g. an observatory will give you several benefits already before you are researching phasegates. so having two advanced armories doesn't makemuch sense (however, you can at least purchase the unlocked weapons on any AA but not on a normal armory).
    as for that being the only res sink i have to disagree though: the ARC robotics upgrade doesn't provide any direct bonus either, right? and same goes for building an arms lab or a protolab or your first phasegate: these basically don't do anything unless you invest further.

    anyway, regarding their goal is to shorten 1-marine-base-holdouts: i was sceptical about this at first, but it actually seems they achieved it.
    i am not sure about this, but can MACs repair marine armor? if yes, do they do it on their own? it sounds like a reasonable late-game solution then: a full-scale alien siege can cripple the armor-restore by destroying the MACs (which is much easier than getting rid of the AA) but you can still regain your armor after being attacked by single attackers who attempt to backdoor the base while the marines are attacking a hive or something.

    as for balance, i've had several marine-wins in this patch and it really doesn't seem broken to me. the improved hitreg and the lowered skulk bite-range seem to be a decent nerf for the kharaa.
  • DualSightDualSight Join Date: 2010-07-26 Member: 72909Members
    <!--quoteo(post=1954901:date=Jul 29 2012, 02:58 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jul 29 2012, 02:58 PM) <a href="index.php?act=findpost&pid=1954901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Advanced armories should fix armor tho. Would be a great perk, considering that using 20res to make advanced armory doesn't actually give anything right now. But oh well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, the best idea so far. +1 Please do this for next build. Thanks.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    <!--quoteo(post=1954966:date=Jul 29 2012, 08:43 PM:name=DualSight)--><div class='quotetop'>QUOTE (DualSight @ Jul 29 2012, 08:43 PM) <a href="index.php?act=findpost&pid=1954966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow, the best idea so far. +1 Please do this for next build. Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep, the advanced armor should heal armor. I am on board with that idea.

    Oh yeah, and welders should be 2 res.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited July 2012
    I think the armor regen removal of armories is a good thing, so good job there uwe. However, I don't agree that welders in their current state are een decent replacement/compensation whatever. If welders are made cheaper (2 or 3pres), it will give marines more of an 'on the field' survivability for a more reasonable price.

    You could eventually make an advanced armory to also give out armor (or an armory in the same room as an armslab, but that could overcomplicate things).
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited July 2012
    I have played multiple games in this build now and I can't say that the balance has changed more to the aliens as it was in 214.

    The welder change itself has been an extreme benefit to teamplay. It also isn't a disadvantage for the marines on the field. Because in 214 you couldn't regain armor on the field even less often.

    The armory humping is nearly gone! :D And so are marine endgame turtle stalemates. Adding armor healing to advanced armories will bring this back. If anything, make it an own upgrade and you need a second or third CC for it (so it is endgame only). But please don't bring back that armor-humping marine turtles. It is so much better now.

    The marines in all of my games have won round about 2/5 of the games in 215. (This is better than in 214)
    Marines only lost when Lerks came in and no shotguns were ready. (To fast to be hittable/killable. Can harass the marines to a degree were they can't leave the base anymore.)

    The other cases were marines lost was simply skill difference. Reaching from aliens wining every fight from the start or aliens got more that the half map (more than two hives) and stomped the marines with better tech.

    I can't see that marines losing more than in 214. If anything than they are losing less because of the higher spawn-timer for aliens.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I've played about 15 hours of NS2 in b215 and aliens have lost 1 game after successfully getting their second hive up. I've also won every single game, except for that one, after getting second hive up.

    Post above me is just lols. "A nerf to marines is actually a benefit!" -Necro. That change also had nothing to do with marine turtles. I still see stalemate turtles because the stalemates are almost exclusively a result of the incredibly fast marine respawn time and have nothing to do with armor healing from armories. It's also still an irrelevant issue.

    I also read one of your posts where you said the euros were doing well with the welding and marine play in b215. I spent a few hours playing on HBZ and OAG a night ago. I won every single game, except for one, as aliens for those few hours. Summit, mineshaft, and docking.

    But yeah, go on and share with the world how good marines are with their new found teamworks11!
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    My opinion seems to anger you. I'm sorry for this. But it is as it is. The games I played wasn't more unbalanced than in 214. More of the opposite. Maybe my grammar is to bad, so you can't understand what I'm thinking of. I'm sorry for that too.

    Only times the aliens won despite having less skill than marines, were because of not hittable lerks. Or a lucky push on an undefended marine base.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    I don't think the change is as bad as some people are making it, but it could use some slight tweaking. :)
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    Summarized from other posts: I've played around a dozen 215 games, and have seen more marine wins than previously. I'm thinking part of that is indeed because marines were forced to team up cover each other with welders, rather than go off as rambo and come back to the base or forward armory to heal.

    It's <i>still</i> a case where aliens still win regularly, and as Gorgeous says, it happens after the second hive goes up. There's a mini explosion of carapace, regen and leap that gives aliens a big advantage that they hold until lerks and fades come out. The majority of alien wins I saw are done with these life forms, perhaps also gorges with bile bomb, and Onos were extremely rare (and the most easy to kill).

    I think UWE are betting that the EXO will even the odds, and it just might, but if marines can get a proto lab at all, jet packs are still the game shifter on that side. It's been my experience that keeping / holding the second cc becomes impossible once the cara/leap skulks, lerks and fades get on the field.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1955068:date=Jul 30 2012, 08:52 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 30 2012, 08:52 AM) <a href="index.php?act=findpost&pid=1955068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think UWE are betting that the EXO will even the odds, and it just might, but if marines can get a proto lab at all, jet packs are still the game shifter on that side. It's been my experience that keeping / holding the second cc becomes impossible once the cara/leap skulks, lerks and fades get on the field.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But isn't it the same for the aliens? If the aliens can't get the 2nd hive they have also lost.
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    Marines usually only win games now because fades don't automatically equal the end of the game. Or they just have a good team stack =p
  • OscarTheCouchOscarTheCouch Join Date: 2005-01-10 Member: 34647Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1954983:date=Jul 29 2012, 10:24 PM:name=Daphisto)--><div class='quotetop'>QUOTE (Daphisto @ Jul 29 2012, 10:24 PM) <a href="index.php?act=findpost&pid=1954983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep, the advanced armor should heal armor. I am on board with that idea.

    Oh yeah, and welders should be 2 res.<!--QuoteEnd--></div><!--QuoteEEnd-->


    +1
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    I think the impact of this change is huge and much needed. When I was playing a few months ago, jetpackers were all Rambos becuase they didn't need to be any other way. They flew head on into danger, fired some shots, then flew straight back out again and repaired to full at an armoury.

    A game I played tonight showed me how much this has changed. Jetpackers were far more cautious, and many of them had their welders out 20% of the time. Seeing as I have quite a bad frame rate, and my latency is high, I decided to just take a welder and hold it out all the time, permanently clicking. Doing this I was actually beneficial to the squad, like a walking (old) armoury, where players could come and stand in front of me when they needed armour, and then move off when they were full.

    I don't think armour should be replaceable automatically, at all.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Jetpackers are more cautious because fades and skulks were given much better air mobility in order to fight them.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1955685:date=Aug 1 2012, 11:40 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 1 2012, 11:40 PM) <a href="index.php?act=findpost&pid=1955685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Jetpackers are more cautious because fades and skulks were given much better air mobility in order to fight them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh ok, I guess not having armour doesn't impact their decisions much. Those jetpackers ey, a stupid lot them.
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    edited August 2012
    Imo the change was one of the worst that UW have implemented. I have said this many times before but gearing the game for competitive players will frustrate the majority of us who play for fun. In a competitive match where all the players know each other, know each others strengths and weaknesses and communicate regularly the change may work fine. But in normal servers with players who who jump in and out of games, some who play often and some who may have started the game up for the first time or don't have a head set then its a different story.

    I played two nights solid when 215 came out and apart from dipping back in for an hour a few nights ago, I Havnt been back. And that is the first time I have had a break since starting playing regularly about two years ago. Way too easy as Aliens and too hard as Marines now and it feels like the armoury change has made that impact and created a larger gap between the sides. Its a change that a much simpler solution could have solved. Just making the armoury heal and give armour back at a slower rate would have solved the armoury humping and would have given marines a chance. Anyone who thinks this change will force teamwork on public servers is mistaken as in all the games I have played in 215 I saw no evidence of that. Just Alien wins because Marines spent more time building/defending and welding rather than doing what they should be doing....expanding, attacking hives and killing Aliens.

    I only saw one Alien defeat over those two nights and that was just because the teams went down to 8 - 3 players in the marines favour 5 minutes in. The change now stops the commander making decisions as he now pretty much has to research welders straight away and if a few Skulks rush the base they go to the power node now as its the Marine weak point without welders. Why have they got welders anyway? They can build with the nano tool so why cant that repair?

    The easy way would have been to slow down the rate of healing and armour regen. The simplest solution is always the best.

    And please dont use the public servers as a test bed for balance as it is not a fair indication. Games are lost as people crash out, one team has no commander, bugs, uneven teams at round start, new comms and a hundred other reasons.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    I have to disagree that this is a change which is only appreciated by competitive players.

    Also this behavior was how it worked in NS1 and there it did work out pretty well. The people have just to get used to it.
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