Increase the radius to drop Infantry Portals
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
I can mspaint Join Date: 2003-05-23 Member: 16635Members
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.