My Collection of tweak ideas

TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
edited August 2012 in Ideas and Suggestions
<div class="IPBDescription">Add more depth</div><ol type='1'><li><b>Change energy regeneration from a flat rate, to a bell curve.</b> If anyone has played Eve Online, the are aware of the 30% energy sweet spot. At this point your energy regeneration is at its peak, and gets worse below or above it. Attaining 100% energy takes a very long time as the curve drops off on the last few percent. This adds depth and rewards people who pay attention. I think this would be most beneficial to Gorge play, whom would constantly be watching their energy to maintain heals.</li><li><b>Remove carapace.</b> Its a flat buff, overpowered early game and a necessity late game. Everyone has to have it, making the crag hive both mandatory and boring. I have seen suggestions for "Cog Armour", whereby maximum damage is a limited % so skulks could survive grenades and mines. Personally I think this is a great alternative, but keep the name Carapace.</li><li><b>Rework marine upgrades.</b> Following on from the above really. If aliens lose carapace, then they will get slaughtered in the current state of things. Marine endgame should be weapons and armour level 2, with the mid-game upgrade being something interesting - such as alternate fires on weapons, faster reload, flashlight improvements?</li><li><b>Rework adrenaline.</b> Its flat benefit is, as with the above, quite boring. I've suggested this before and I will again - make adrenaline into "Energy gain when player receives damage". Skulk just took 50% of his health in damage from a shotgun? Now he has +50% of his energy back, and can leap away.</li><li><b>Reduce marine sprint duration.</b> Its making marine expansion too fast, rambo'ing too easy. I enjoy and abuse it, rushing through alien defenses to kill shells before anyone gets to me. In this current build marine expansion is relentless unless the team is particularly poor at utilizing this early game.</li><li><b>Return unmatured whips bounching grenades.</b> No comment needed really. Grenades have become extremely... popular this patch. <i>Edit: I'm not sure if this is the case anymore, last night I saw unmatured whips hitting grenades. Maybe I just ran into a modded server.</i></li><li><b>Fix shades counter to ARC scan.</b> I've lost count of how many times I've used disorientation, only to see that shade die from an ARC blow. I've outdone alien commanders attempts to block my scans aswell. I believe the problem is the AoE of the ARC attack exceeds the size of the shades block. Any structures on the edge get targeted, fired upon and the AoE extends outwards to all others. Marine commanders should be forced to rely upon their teammates to sight targets if the alien commander is adept in blocking scans.</li></ol>

I'll update if I can think of more, these are the major ones for me. Thoughts?

Comments

  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    1. Tedious. Fine for Eve Online, but this is part First person shooter- you shouldn't have to keep watching your energy meter 90% of the time. Watch the screen instead.

    2. Agreed, the suggestion is viable, but won't be implemented before 1.0 anyway, since it's feature locked.

    3. Lets not rework it, the current system is fine. Having some side upgrades is a nice touch, however. Again something for post 1.0.

    4. Not sure if this is necessary. I like adrenaline the way it is. It's not a bad idea though.

    5. This is something UWE tried. Not sure if it's going to make a comeback, but I've seen it in test builds.

    6. Nah. Just nerf grenades a bit. Whips are not the problem.

    7. No. It has a place. It just needs to be balanced. For instance shorter duration, or counterable by re-scanning. Removing it would be a waste of a nice counter ability.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    edited August 2012
    <!--quoteo(post=1964469:date=Aug 17 2012, 01:44 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Aug 17 2012, 01:44 PM) <a href="index.php?act=findpost&pid=1964469"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->7. No. It has a place. It just needs to be balanced. For instance shorter duration, or counterable by re-scanning. Removing it would be a waste of a nice counter ability.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for the reply. My issue here isn't that it needs to be removed. Its just when I am keeping on my toes, replying to every scan with a ink cloud - I should be rewarded by letting my buildings survive the ARC spam.

    Its just rather frustrating how it tends not to work against a marine commander who will start scanning the edge of the ink cloud. First salvo will take out the shade, then he can go back to scanning unmolested.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    <!--quoteo(post=1964469:date=Aug 17 2012, 02:44 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Aug 17 2012, 02:44 PM) <a href="index.php?act=findpost&pid=1964469"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. Agreed, the suggestion is viable, but won't be implemented before 1.0 anyway, since it's feature locked.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Interesting.. is there a list of "Locked Features" somewhere for anyone to see?

    I agree with Angelusz about energy regen, the EVE solution sounds extremely tedious. But I do think Adrenaline is too simple and non-skill based to be an evolution of value, flat bonuses have no place there - just like Carapace. Your suggestion wouldn't help a Gorge or Lerk at all - a shotty blast would kill them strait up - maybe something more beneficial to all classes? #5 makes sense, in fact I've always wondered why Marines are faster than Skulks.. ever seen a dog run? #6 confused me, don't whips still deflect grenades - or do you mean they should be returned to the firer? I like how it is now (I think), Whips deflect nades coming in, Grenadiers are ineffective but stay alive unless Kharaa Lifeforms go kill them. Otherwise a 25 res weapon just kills you when you fire at a hive.

    <!--quoteo(post=1964515:date=Aug 17 2012, 06:42 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Aug 17 2012, 06:42 PM) <a href="index.php?act=findpost&pid=1964515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its just rather frustrating how it tends not to work against a marine commander who will start scanning the edge of the ink cloud. First salvo will take out the shade, then he can go back to scanning unmolested.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That works? I'll have to try it... does sound rather cheap though.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited August 2012
    For the sprint I always thought the same system from day of defeat would work well in ns2. Basically you can only sprint for about 1-2 seconds at most and the lower you are in stamina the slower you move. So it can only really be used for quickly evading in combat and it's a risk reward because you will become an easier target when you stop sprinting, as your movement will be slowed for a short time while your stamina regenerates.

    It can't be used to travel around the map quickly. If 2 players are running beside each other and one of them sprints for 1 second, then he will overtake the other, but the 2nd player will then catch-up again and they will both be running in line with each other after a short time. Since the amount you slow down when your stamina is regenerating is sort of the negative of sprinting speed. It works out that you can't actually get to medium/long distances any quicker and it is only really useful for short bursts of speed to avoid enemies.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    ^^^ I like the idea of using the DoD system. It tends to work quite well in that game, you only sprint between doorways to avoid machine gun fire. I suppose marine would end up only sprinting past hydras, or whips.
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