Intended gameplay mechanics

wtfwtf Join Date: 2012-09-14 Member: 159351Members
I have been playing since NS halflife 1. This post is simply about game balance.

-Should marine jumping to avoid skulks be a part of the game? Isn't jet pack supposed to be how marines get off the ground away from teeth? Can anybody really reload a gun while jumping waist high? Couldn't marines have a climb/mount key option if they are trying to get into things (vents) waist high?

-Is medpack OP? (especially w/ nano) The most common suggestions I have seen to balance med pack is a cost increase or a cooldown or a heal over time. What about a minimum distance you can drop away from a marine.

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited September 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->-Should marine jumping to avoid skulks be a part of the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Can anybody really reload a gun while jumping waist high?<!--QuoteEnd--></div><!--QuoteEEnd-->
    well, it's more fun than way imo. and gameplay seems a bit more important than realism.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Isn't jet pack supposed to be how marines get off the ground away from teeth?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Couldn't marines have a climb/mount key option if they are trying to get into things (vents) waist high?<!--QuoteEnd--></div><!--QuoteEEnd-->
    i think these two questions are heading in opposite directions. well, jetpacks give you a huge advantage in survival against skulks (unless in narrow spaces or against well-timed leaps). they also allow you to access certain shortcuts and areas which were reserved for skulks, such as the vents. you can access some of the vents already, either with some practise or with a buddy ducking in front of the vent. it's rarely seen in pub, but easy to do if you use a mic. i favor the human ladder over a climb key, as it requires teamwork and there are already 3 different buttons to change your movement (sneak, crouch, sprint).

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->-Is medpack OP? (especially w/ nano) The most common suggestions I have seen to balance med pack is a cost increase or a cooldown or a heal over time. What about a minimum distance you can drop away from a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    nano+medspam can be quite powerful indeed. but nano shield has a cooldown and requires two command centers. trying to keep a marine alive without it means you have to drop 2 medpacks per bite: when his armor is gone, the marine drops to 25 health after a bite, a single medpack brings him back to 75 which is exactly the amount one bite can take away. so unless he picks up two medpacks all the time, he will die with a single bite.
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