After playing a bit the new bite range indeed feels more like NS1, you actually connect and get some feedback with your bites. However, the bite cone feels tiny compared to NS1. If the cone is buffed a tad then skulks won't be as frustrating to play and we won't get the "skulk domination" issues either. Also fix the marine hitboxes. :)
<!--quoteo(post=1980448:date=Sep 20 2012, 01:14 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 20 2012, 01:14 AM) <a href="index.php?act=findpost&pid=1980448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the bite range change has pretty much boned skulks vs jetpacks now.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, there's always hydras and lerks. A few well placed ones on the ceiling can do wonders.
<!--quoteo(post=1980451:date=Sep 19 2012, 04:17 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 19 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1980451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, there's always hydras and lerks. A few well placed ones on the ceiling can do wonders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah with the lerk and cara changes I am loving the lerk. Skulk... not so much.
<!--quoteo(post=1980451:date=Sep 19 2012, 05:17 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 19 2012, 05:17 PM) <a href="index.php?act=findpost&pid=1980451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, there's always hydras and lerks. A few well placed ones on the ceiling can do wonders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerks, yes (if the marine doesn't have a shotty)
Problem is, in rooms like gen or almost any command point room, they have high ceilings and gorges can't reach high enough for hydras to actually hit JPs.
I loved 219 but 220 has just made me rage quit for the first time gaming ever. Way easy as Marine and so much harder as Aliens. Looking at the posts it looks like it has been said but, such a big change to the bite distance wasn't needed. Trying to bite a decent Marine now, especially with the spam jumping, which is now much more prevalent is insanely hard. I agree the bite distance could have done with being reduced a tad but not this much.
The other big topic is the adren change. It makes playing Fade a lot less fun and even trying to destroy a RT is frustrating as a Skulk because you have to keep stopping to regen it as the bite just stops. It needed adjusting but now its frustrating to do anything as Alien.
I have played about 20 rounds today and seen one Alien win which says it all really. It was also typical that Charlie hopped on the server to spectate during that one win.
<!--quoteo(post=1980460:date=Sep 19 2012, 03:32 PM:name=Salraine_Chi)--><div class='quotetop'>QUOTE (Salraine_Chi @ Sep 19 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1980460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have played about 20 rounds today and seen one Alien win which says it all really. It was also typical that Charlie hopped on the server to spectate during that one win.
Sal<!--QuoteEnd--></div><!--QuoteEEnd-->
Dunno...i´ve played quite a lot today and don't feel that aliens are waay weaker now. I've won and lost like before the patch .....
<!--quoteo(post=1980469:date=Sep 19 2012, 04:44 PM:name=G1R)--><div class='quotetop'>QUOTE (G1R @ Sep 19 2012, 04:44 PM) <a href="index.php?act=findpost&pid=1980469"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dunno...i´ve played quite a lot today and don't feel that aliens are waay weaker now. I've won and lost like before the patch .....<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens don't seem to have the relentless force they had before. Need to spread the infestation forward at the same time for support structures, and that takes time. Games where we were wiping the floor with the marines seemed to take far longer to end that before. (edit: probably because of adrenaline change)
Sound is broken this patch like nothing ive ever seen. Plz stop breaking things with updates. What is the point of changing stuff when it worked? Now it doesn't. Its like aliens have silence 24/7 now.
<!--quoteo(post=1980481:date=Sep 19 2012, 06:15 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Sep 19 2012, 06:15 PM) <a href="index.php?act=findpost&pid=1980481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Adrenaline from ns1 was never a problem?<!--QuoteEnd--></div><!--QuoteEEnd--> Because adrenaline in NS1 sucked.
As far as the bite range. it went from 1.5 to 1.2. see the below picture for the minimum distance required to bite.. imo its pretty far still. (latency effects this judgement obviously) 1920x1080 default fov, if i click mouse1 at this distance i hit him. <img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
If I bite from here it does not hit. The problem is with the combination of reduced distance from which you can hit and the small range of the bite cone, it makes it difficult to get bites that you would think you should be able to land. Can we start a petition to change this back or change the width for which a skulk can bite?
<!--quoteo(post=1980523:date=Sep 20 2012, 04:18 AM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Sep 20 2012, 04:18 AM) <a href="index.php?act=findpost&pid=1980523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would up it to 1.3 and widen the cone<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1980523:date=Sep 20 2012, 01:18 AM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Sep 20 2012, 01:18 AM) <a href="index.php?act=findpost&pid=1980523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would up it to 1.3 and widen the cone<!--QuoteEnd--></div><!--QuoteEEnd--> This. Wider cone especially.
I think I must be playing a different build from everybody else because:
1. Performance went up like <i>crazy</i>, for me. Still not perfect, but many times better than ever before. It's like a completely different game!
2. Aliens have won almost every game we played...
I have to admit though, I was wondering why I couldn't bite the bunnyhopping marines(and was somewhat frustrated).
Also, adrenaline is good but maybe a smidgen faster regeneration would be nice. I agree that people have just gotten too used to effectively never running out of energy.
I have never had more fun playing NS2 than this patch, although skulks could use some love for sure.
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro--><b>LOVE:</b><!--colorc--></span><!--/colorc--> - Surround Sound!!! - Various Performance boosts - Shadow/Lighting in one pass; makes shadows playable again from a performance stand point, albeit still not how it used to be - Damage info on hud
<b><!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->LIKE:<!--colorc--></span><!--/colorc--></b> - All the various damage balance tweaks - New skulk bite radius - No more added carapace weight
<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->DON'T LIKE:<!--colorc--></span><!--/colorc--></b> - V-sync won't stay enabled (bugged) - Enabling any graphics eye candy options still drops frame rate considerably, when it didn't 5 or 6 patches ago. - Gorging is still boring when compared to NS1 - Lerk still feels weak, but that could just be that I'm not as adept as I was with NS1's lerk, and still used to the old style
<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->HATE:<!--colorc--></span><!--/colorc--></b> - Getting stuck when spawning as alien; happens way too often - Getting stuck on environment while blinking as fade; happens way too often - Auto Egg placement when gestating; sometimes moves you to vastly different locales - Those LMG sound effects.../cringe
<b><!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro-->NOT SURE:<!--colorc--></span><!--/colorc--></b> - New adrenaline. Trying to change 10 years of habit is hard. It doesn't feel that different from not having adren at all.
<!--quoteo(post=1980539:date=Sep 19 2012, 09:56 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Sep 19 2012, 09:56 PM) <a href="index.php?act=findpost&pid=1980539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Random dry weapon fire (always at the worst moment, of course)<!--QuoteEnd--></div><!--QuoteEEnd--> Could you elaborate on this? I don't know what it means.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Could you elaborate on this? I don't know what it means.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dry weapon fire (when you fire with an empty chamber) is most likely the "clicking" noise that plays when the clip is empty. He probably means the sound is playing for him randomly OR that the rifle (I assume rifle) is not firing when it has ammunition, but acts empty.
<!--quoteo(post=1980551:date=Sep 19 2012, 08:41 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Sep 19 2012, 08:41 PM) <a href="index.php?act=findpost&pid=1980551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Referring to clinking to fire and nothing happening. It is relatively rare and seems to occur more with end-game type intensive server cpu moments.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is actually a bug that has been around for a long time when you get stomped by an Onos the weapon jams. Switching to another weapon and back usually fixes it. Possible this could have been what you were experiencing.
<!--coloro:pink--><span style="color:pink"><!--/coloro-->Enjoying the patch for the most part. I don't need to run at 800x600 res now, so my UI is usable again hehe. My main concerns:
- Skulk feels like a gorge with teeth and no belly slide. Current wall jump iteration is unacceptable. - The music on the main menu is gone. Oh, the humanity! - I'm all for experimentation/iterations, but currently the sentries are rubbish.
In other news, I haven't really played this build enough to make more observations because sadly the Monash servers have taken a dump. Again. Hopefully Endar can get them working again soon!
One final thing. The <i>debugspeed</i> command is great for testing, but have you considered adding a stylish version of it to the actual skulk HUD? Even just the timer for jumps would be nice. No need for the whole bar, just a small effect near your health or something? Don't wanna completely babyfeed the player. Just throwing the suggestion out there.
Keep up the good work!<!--colorc--></span><!--/colorc-->
<!--quoteo(post=1980326:date=Sep 19 2012, 01:59 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Sep 19 2012, 01:59 PM) <a href="index.php?act=findpost&pid=1980326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where do you get brown nosers like this? I've played several games and spectated even more since 220. Aliens are often so depressed that they don't even try to attack, they know that they'll get killed with 1 shot from dmg 0 SG with cara, won't get second hive, won't get fade and everything is useless. This is worst patch in terms of balance in like 10 patches or more.
Most games are lost in first 2 minutes, expansion hive goes down and it is just waiting for marine to finish the round.<!--QuoteEnd--></div><!--QuoteEEnd-->
radforchrist has been around for a long time...wouldn't call him a brown noser.
I played around 8 - 10 rounds last night, my thoughts-
- Liking the visual UI buttons for Alien commander
- fade should go Celerity, less energy but way faster energy regen & movements. - fades with adrenaline need strategic Shift placement, read: NS1 movement.
- Happy to see carapace slowdown go - always thought the downside of any upgrade was not having the other upgrades from that chamber.
- skulk bite is a real big kick in the balls for me... personally I feel like I'm rarely hitting anything, finding myself playing more fade like (bite, hide, bite, hide, kill) or just hopelessly running around marines not making any hits for 30 seconds (happens quite often for me... how about anyone else?).
- undecided on leveling sounds, I really don't know if the opposing side should receive any indication on their others upgrade status/tree. obviously after a certain point it implicit where marines might be on their upgrade tree, I wouldn't say I dislike them, and it certainly helps on how aggressively you play when you hear L3 weapons - well at least for me.
- Mineshaft: really like the changes, even if they are soooooo discombobulating for anyone who has played it for any considerable amount of time.... after all the changes. I'm played couple of rounds and feel it's still very Ore oriented... (the old crushing spot still), if marines get Ore locked down, theres pretty much no play on the alien side really... It has become less alien centric, aliens don't get a instant hive or two anyone which is certainly a step in a good direction.
- Don't really understand the marine upgrade cost changes, I thought they were fine as they stood previously.
After having played some games, I can say that I overall like the new patch changes. The only thing I dislike is the skulk nerf, wall jumping and the bite range/cone needs to be looked at. Usually you have 1-2 seconds to ambush/attack a marine before a marine buddy or the guy himself guns you down. When they dont hop its doable, but when they start hopping or sprinting away from you, you're dead meat. Very frustrating to go against an experienced marine, newbies are no problem but that shows just an imbalance. Best would be a change to the bite cone.
I don't know why SO many people are complaining about the new adrenaline in-game being "useless" and "dumb" all it takes is some ENERGY MANAGEMENT, sorry alien players but you can't have infinite energy pools anymore! (thumbs up for making alien support structures more viable now aka the shift)
As of the skulk bite nerf I don't really mind it but HOWEVER when marines jumps around like old ladies with big cockroaches crawling on the floor it's nearly damn impossible to even get a hit and THAT needs a fix, it can't be right that 5 skulks can't kill 1 single marine on his own within 4 seconds just because he's jumping around as always, only it works 'too good' with the skulk bite nerf.
The new alien buy/upgrade menu looks good too with the new icons and all but I'm still kinda wondering whenever aliens should be paying P.res for upgrades or not and if so it should be real' cheap 'cause marines get free upgrades (dmg/armor) while the aliens would need to pay for upgrades just to be on the same page as the marines on that part. (leaving me thinking maybe alien upgrades shouldn't cost anything or maybe shouldn't cost anything for skulks that is but should have a price for other lifeforms)
Lastly I'll just mention I really hope you'll be working on the sentry turrets and sometime maybe post 1.0 they'll be more viable for static base defenses because I have yet to see ANYONE use them for early game siege on hive(s) and with no other base defenses other than mines and MAC weld spam then the marines don't have anything else to defend that PG on the other side of the map with the 3 fades hack & slashin' it into a heap of scraps!
The idea of having sentry turrets take out the hive while the marines take care of eggs, alien players/etc. might sound alright but that doesn't make it any easier for marines to defend their base assets because for the most part if the marines move out in force to a specific spot, then the aliens can usually beat them to it by hitting a PG elsewhere or even a marine controlled tech point and the marines will either have to bite the bullet and go all in or beacon back and start all over again.
If anything make the sentry turrets work like in NS1: 360 degrees firing arc doing little damage and put a cap on it like 2 per CC/techpoint room and I'm sure it would be great even if it is simple as that.
Comments
However, the bite cone feels tiny compared to NS1.
If the cone is buffed a tad then skulks won't be as frustrating to play and we won't get the "skulk domination" issues either.
Also fix the marine hitboxes. :)
<!--quoteo(post=1980448:date=Sep 20 2012, 01:14 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 20 2012, 01:14 AM) <a href="index.php?act=findpost&pid=1980448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the bite range change has pretty much boned skulks vs jetpacks now.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, there's always hydras and lerks.
A few well placed ones on the ceiling can do wonders.
A few well placed ones on the ceiling can do wonders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah with the lerk and cara changes I am loving the lerk. Skulk... not so much.
A few well placed ones on the ceiling can do wonders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerks, yes (if the marine doesn't have a shotty)
Problem is, in rooms like gen or almost any command point room, they have high ceilings and gorges can't reach high enough for hydras to actually hit JPs.
The other big topic is the adren change. It makes playing Fade a lot less fun and even trying to destroy a RT is frustrating as a Skulk because you have to keep stopping to regen it as the bite just stops. It needed adjusting but now its frustrating to do anything as Alien.
I have played about 20 rounds today and seen one Alien win which says it all really. It was also typical that Charlie hopped on the server to spectate during that one win.
Sal
Thats because ns2 skulks are massive, should reduce their size to whats best.
Problems placing resource towers when whips are nearby.
Lots of issues with macs not building or repairing structures and clipping through walls as well.
No option to drop dual minigun exos?
And when placing eggs in nanogrid on veil, if you put eggs on the round emblem the spawning players will be stuck in the floor.
Sal<!--QuoteEnd--></div><!--QuoteEEnd-->
Dunno...i´ve played quite a lot today and don't feel that aliens are waay weaker now. I've won and lost like before the patch .....
Aliens don't seem to have the relentless force they had before. Need to spread the infestation forward at the same time for support structures, and that takes time. Games where we were wiping the floor with the marines seemed to take far longer to end that before. (edit: probably because of adrenaline change)
Skulk bite nerf was uncalled for, but maybe after some more playing it won't feel so bad.
Also I would refrain from huge nerfs to one side and huge buffs to the other being in the same patch. It throws balance off too far.
Because adrenaline in NS1 sucked.
No complaints here.
As far as the bite range. it went from 1.5 to 1.2. see the below picture for the minimum distance required to bite.. imo its pretty far still. (latency effects this judgement obviously)
1920x1080 default fov, if i click mouse1 at this distance i hit him.
<img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://i.imgur.com/NUpvB.jpg" border="0" class="linked-image" />
If I bite from here it does not hit. The problem is with the combination of reduced distance from which you can hit and the small range of the bite cone, it makes it difficult to get bites that you would think you should be able to land. Can we start a petition to change this back or change the width for which a skulk can bite?
This please.
This. Wider cone especially.
1. Performance went up like <i>crazy</i>, for me. Still not perfect, but many times better than ever before. It's like a completely different game!
2. Aliens have won almost every game we played...
I have to admit though, I was wondering why I couldn't bite the bunnyhopping marines(and was somewhat frustrated).
Also, adrenaline is good but maybe a smidgen faster regeneration would be nice. I agree that people have just gotten too used to effectively never running out of energy.
I have never had more fun playing NS2 than this patch, although skulks could use some love for sure.
- Surround Sound!!!
- Various Performance boosts
- Shadow/Lighting in one pass; makes shadows playable again from a performance stand point, albeit still not how it used to be
- Damage info on hud
<b><!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->LIKE:<!--colorc--></span><!--/colorc--></b>
- All the various damage balance tweaks
- New skulk bite radius
- No more added carapace weight
<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->DON'T LIKE:<!--colorc--></span><!--/colorc--></b>
- V-sync won't stay enabled (bugged)
- Enabling any graphics eye candy options still drops frame rate considerably, when it didn't 5 or 6 patches ago.
- Gorging is still boring when compared to NS1
- Lerk still feels weak, but that could just be that I'm not as adept as I was with NS1's lerk, and still used to the old style
<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->HATE:<!--colorc--></span><!--/colorc--></b>
- Getting stuck when spawning as alien; happens way too often
- Getting stuck on environment while blinking as fade; happens way too often
- Auto Egg placement when gestating; sometimes moves you to vastly different locales
- Those LMG sound effects.../cringe
<b><!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro-->NOT SURE:<!--colorc--></span><!--/colorc--></b>
- New adrenaline. Trying to change 10 years of habit is hard. It doesn't feel that different from not having adren at all.
Could you elaborate on this? I don't know what it means.
Dry weapon fire (when you fire with an empty chamber) is most likely the "clicking" noise that plays when the clip is empty. He probably means the sound is playing for him randomly OR that the rifle (I assume rifle) is not firing when it has ammunition, but acts empty.
Referring to clinking to fire and nothing happening. It is relatively rare and seems to occur more with end-game type intensive server cpu moments.
There is actually a bug that has been around for a long time when you get stomped by an Onos the weapon jams. Switching to another weapon and back usually fixes it. Possible this could have been what you were experiencing.
- Skulk feels like a gorge with teeth and no belly slide. Current wall jump iteration is unacceptable.
- The music on the main menu is gone. Oh, the humanity!
- I'm all for experimentation/iterations, but currently the sentries are rubbish.
In other news, I haven't really played this build enough to make more observations because sadly the Monash servers have taken a dump. Again. Hopefully Endar can get them working again soon!
One final thing. The <i>debugspeed</i> command is great for testing, but have you considered adding a stylish version of it to the actual skulk HUD? Even just the timer for jumps would be nice. No need for the whole bar, just a small effect near your health or something? Don't wanna completely babyfeed the player. Just throwing the suggestion out there.
Keep up the good work!<!--colorc--></span><!--/colorc-->
Most games are lost in first 2 minutes, expansion hive goes down and it is just waiting for marine to finish the round.<!--QuoteEnd--></div><!--QuoteEEnd-->
radforchrist has been around for a long time...wouldn't call him a brown noser.
- Liking the visual UI buttons for Alien commander
- fade should go Celerity, less energy but way faster energy regen & movements.
- fades with adrenaline need strategic Shift placement, read: NS1 movement.
- Happy to see carapace slowdown go - always thought the downside of any upgrade was not having the other upgrades from that chamber.
- skulk bite is a real big kick in the balls for me... personally I feel like I'm rarely hitting anything, finding myself playing more fade like
(bite, hide, bite, hide, kill) or just hopelessly running around marines not making any hits for 30 seconds (happens quite often for me... how about anyone else?).
- undecided on leveling sounds, I really don't know if the opposing side should receive any indication on their others upgrade status/tree.
obviously after a certain point it implicit where marines might be on their upgrade tree, I wouldn't say I dislike them, and it certainly helps on how aggressively you play when you hear L3 weapons - well at least for me.
- Mineshaft: really like the changes, even if they are soooooo discombobulating for anyone who has played it for any considerable amount of time.... after all the changes. I'm played couple of rounds and feel it's still very Ore oriented... (the old crushing spot still), if marines get Ore locked down, theres pretty much no play on the alien side really...
It has become less alien centric, aliens don't get a instant hive or two anyone which is certainly a step in a good direction.
- Don't really understand the marine upgrade cost changes, I thought they were fine as they stood previously.
I don't know why SO many people are complaining about the new adrenaline in-game being "useless" and "dumb" all it takes is some ENERGY MANAGEMENT, sorry alien players but you can't have infinite energy pools anymore! (thumbs up for making alien support structures more viable now aka the shift)
As of the skulk bite nerf I don't really mind it but HOWEVER when marines jumps around like old ladies with big cockroaches crawling on the floor it's nearly damn impossible to even get a hit and THAT needs a fix, it can't be right that 5 skulks can't kill 1 single marine on his own within 4 seconds just because he's jumping around as always, only it works 'too good' with the skulk bite nerf.
The new alien buy/upgrade menu looks good too with the new icons and all but I'm still kinda wondering whenever aliens should be paying P.res for upgrades or not and if so it should be real' cheap 'cause marines get free upgrades (dmg/armor) while the aliens would need to pay for upgrades just to be on the same page as the marines on that part.
(leaving me thinking maybe alien upgrades shouldn't cost anything or maybe shouldn't cost anything for skulks that is but should have a price for other lifeforms)
Lastly I'll just mention I really hope you'll be working on the sentry turrets and sometime maybe post 1.0 they'll be more viable for static base defenses because I have yet to see ANYONE use them for early game siege on hive(s) and with no other base defenses other than mines and MAC weld spam then the marines don't have anything else to defend that PG on the other side of the map with the 3 fades hack & slashin' it into a heap of scraps!
The idea of having sentry turrets take out the hive while the marines take care of eggs, alien players/etc. might sound alright but that doesn't make it any easier for marines to defend their base assets because for the most part if the marines move out in force to a specific spot, then the aliens can usually beat them to it by hitting a PG elsewhere or even a marine controlled tech point and the marines will either have to bite the bullet and go all in or beacon back and start all over again.
If anything make the sentry turrets work like in NS1: 360 degrees firing arc doing little damage and put a cap on it like 2 per CC/techpoint room and I'm sure it would be great even if it is simple as that.