<div class="IPBDescription">around the Command Chair</div>I think it needs to be nearly doubled. Its hard to be creative or strategic in the placement of IP's because its the placement zone radius is much too small.
I don't like this idea, huge balance problems that comes with this, as of now you can fade back and forth between two portals to kill marines sorta, because they have knockback it can be difficult doing this, especially if the marine commander has already placed them pretty good (out of LOS between IPs). Increasing the placement to double will just make it harder to finish a game as aliens because marine commanders would be annoying with them and basically hide them as far apart as possible even more than you can already.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1959004:date=Aug 8 2012, 06:42 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Aug 8 2012, 06:42 PM) <a href="index.php?act=findpost&pid=1959004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like this idea, huge balance problems that comes with this, as of now you can fade back and forth between two portals to kill marines sorta, because they have knockback it can be difficult doing this, especially if the marine commander has already placed them pretty good (out of LOS between IPs). Increasing the placement to double will just make it harder to finish a game as aliens because marine commanders would be annoying with them and basically hide them as far apart as possible even more than you can already.<!--QuoteEnd--></div><!--QuoteEEnd--> I wouldn't really call that a "huge balance problem".
I would call "one fade can bouncing between two IP's to own the entire marine team" balance problem though. 1 Fade should not be a game finisher on its own (not even one onos should be). And this is exactly one of the reasons I made this suggestion.
Maybe double the radius is too much, I'm not sure what the numbers currently are, I just know that everytime I try to drop IP's I can't put them anywhere safe or useful - kind of defeating the purpose of letting me choose in the first place.
E.g. on ns2_summit if you are in datacore, you are stuck with placing the IP's in the lowered area near the commandchair - at best you can get one 1/2 up the stairs - all not ideal locations.
In ns1 you could put them in corners or whatever to keep them a little bit more protected.
But UWE could improve the fact, that marines are always spawning with 1 ip. Make it 0 IP's and give the extra res to the team so that the commander can decide where he wants his IP's.
Nowadays you have to rely on random and keep your fingers crossed that you will get a good IP position.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1959573:date=Aug 9 2012, 07:47 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 9 2012, 07:47 AM) <a href="index.php?act=findpost&pid=1959573"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't really call that a "huge balance problem".
I would call "one fade can bouncing between two IP's to own the entire marine team" balance problem though. 1 Fade should not be a game finisher on its own (not even one onos should be). And this is exactly one of the reasons I made this suggestion.
Maybe double the radius is too much, I'm not sure what the numbers currently are, I just know that everytime I try to drop IP's I can't put them anywhere safe or useful - kind of defeating the purpose of letting me choose in the first place.
E.g. on ns2_summit if you are in datacore, you are stuck with placing the IP's in the lowered area near the commandchair - at best you can get one 1/2 up the stairs - all not ideal locations.
In ns1 you could put them in corners or whatever to keep them a little bit more protected.<!--QuoteEnd--></div><!--QuoteEEnd--> I would call "being unable to finish the game because of IP pushback and too great distance between IPs" a balance problem. It have always been a bad idea to place both IPs and phase gates near walls, as they are spawning positions, and are much easier camped by the aliens if they are in a corner. Doubling the distance where you can place the IPs, would be a bad idea. Giving 10-20% more distance would be ok I guess.
Comments
I wouldn't really call that a "huge balance problem".
I would call "one fade can bouncing between two IP's to own the entire marine team" balance problem though. 1 Fade should not be a game finisher on its own (not even one onos should be). And this is exactly one of the reasons I made this suggestion.
Maybe double the radius is too much, I'm not sure what the numbers currently are, I just know that everytime I try to drop IP's I can't put them anywhere safe or useful - kind of defeating the purpose of letting me choose in the first place.
E.g. on ns2_summit if you are in datacore, you are stuck with placing the IP's in the lowered area near the commandchair - at best you can get one 1/2 up the stairs - all not ideal locations.
In ns1 you could put them in corners or whatever to keep them a little bit more protected.
Nowadays you have to rely on random and keep your fingers crossed that you will get a good IP position.
Just a little fact but i keep noticing that...
I would call "one fade can bouncing between two IP's to own the entire marine team" balance problem though. 1 Fade should not be a game finisher on its own (not even one onos should be). And this is exactly one of the reasons I made this suggestion.
Maybe double the radius is too much, I'm not sure what the numbers currently are, I just know that everytime I try to drop IP's I can't put them anywhere safe or useful - kind of defeating the purpose of letting me choose in the first place.
E.g. on ns2_summit if you are in datacore, you are stuck with placing the IP's in the lowered area near the commandchair - at best you can get one 1/2 up the stairs - all not ideal locations.
In ns1 you could put them in corners or whatever to keep them a little bit more protected.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would call "being unable to finish the game because of IP pushback and too great distance between IPs" a balance problem.
It have always been a bad idea to place both IPs and phase gates near walls, as they are spawning positions, and are much easier camped by the aliens if they are in a corner.
Doubling the distance where you can place the IPs, would be a bad idea. Giving 10-20% more distance would be ok I guess.