Lets Discuss Marine Movement

TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
I'm going to preface this by saying I played a lot of NS1 so yes, I have a bias.

Personally I think marine sprint speed and movement on creep is TOO DAMN HIGH! But seriously jokes aside, I think someone pointed out that if you drop your equipment as a marine you can outrun a skulk. Now take a few seconds to let that sink in. Not only can Marines teleport around the map, but they are also faster than skulks or pretty darn close speed wise. From a game design perspective the fact that they have both these advantages is pretty baffling and lets say for arguments sake Marines ran at around 3/4 of Aliens speed. Marines can instantly teleport around the map and their mobility disadvantage is pretty moot.

I'd like to make two proposals (Yes I know devs are never going to implement either of these and yes I'm sure everyones had these ideas and better ones, so share em)

1. Marines sprint should either
A. Be removed entirely.
B. Be slower.
C. Have a duration limit / cost to it.

2. Marines movement should be inhibited on creep.

I think its a little crazy that they can run on and hop on it like little bunnies when it is supposedly, and correct me if I'm wrong a deep (It is 3d now, its not just a surface) muck like substance. I think their should be much greater risk when walking on creep, forcing players to either avoid it, or be more cautious around it because of the loss of their mobility. This would give Alien Commanders a much greater tactical edge in regards to spreading creep and honestly a greater strategical depth. Another nice side effect is that Aliens would have an easier time reacting to single Marine rushes for upgrades, and all out sieges.

Post below your thoughts, your opinions on Marine movement and your ideal changes. :D

Comments

  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    The movement on infestation used to be slower, and they'd show up on alien maps.

    Sprint used to be slower and had duration AFAIK.

    I think skulks should be faster on all grounds and marines a bit slower on infestation.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=2001199:date=Oct 30 2012, 03:09 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 30 2012, 03:09 PM) <a href="index.php?act=findpost&pid=2001199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sprint used to be slower and had duration AFAIK.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sprint still has a duration, it's just usually never reached.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    I think UWEs policy is actually against movement impairing effects, as much as I'd like to see more territorial advantages/disadvantages.

    Infestation is such a monumental aspect of this game and yet it doesn't actually do anything! It only serves As a canned limit for the alien commander when it could be so much more.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Strong combat penalties or bonus on creep is bad because each team wants to engage in the right conditions, making boring gameplay, not engaging or fighting the creep instead of players. Cf. sc2 creep.

    There was a couple of more interesting mechanics linked to increased regen on crag tech, a kind of scan mechanism with the shade tech.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001238:date=Oct 30 2012, 12:29 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Oct 30 2012, 12:29 PM) <a href="index.php?act=findpost&pid=2001238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Strong combat penalties or bonus on creep is bad because each team wants to engage in the right conditions, making boring gameplay, not engaging or fighting the creep instead of players. Cf. sc2 creep.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think a movement impairment will stop the assaults from Marines. And Players should be concerned with killing creep. As it stands now other than letting the com make buildings it does absolutely nothing. Instead Marines should be forced to kill the creep not just hop around on it like its not there.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    What if... Marines lost 1 hp / every 10 seconds they're on creep?

    Would give creep a nice deterrent-feel. :>
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001263:date=Oct 30 2012, 12:47 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Oct 30 2012, 12:47 PM) <a href="index.php?act=findpost&pid=2001263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if... Marines lost 1 hp / every 10 seconds they're on creep?

    Would give creep a nice deterrent-feel. :><!--QuoteEnd--></div><!--QuoteEEnd-->

    That sounds much more severe and punishing.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    30 hp lost for sitting 5min on creep... Hardly severe, is it?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited October 2012
    Just remove sprint working on creep? xD

    Honestly if creep had more side effects flamers might actually be used to kill creep...
    I have ONLY ever seen them used in tournys (to kill creep) by Arc to stop Locklear echoing whips around their PG's.

    Other than that they are just poor dps energy drainers. :O
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001273:date=Oct 30 2012, 12:58 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Oct 30 2012, 12:58 PM) <a href="index.php?act=findpost&pid=2001273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just remove sprint working on creep? xD

    Honestly if creep had more side effects flamers might actually be used to kill creep...
    I have ONLY ever seen them used in tournys (to kill creep) by Arc to stop Locklear echoing whips around their PG's.

    Other than that they are just poor dps energy drainers. :O<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly. If Marines mobility was punished, flamers would see more play and lead the charges. That and its just intuitive. Honestly whenever I play I assume that I'm going to be slower on creeps. It just makes sense.
  • MzMzMzMz Join Date: 2006-10-23 Member: 58087Members, Constellation, Reinforced - Supporter
    edited October 2012
    We've tried impeding marine movement on infestation before and almost all hated it.
    It may sound sensible and reasonable in words but it just doesn't play well.
    A better gameplay mechanic would be buffing aliens on infestation, like slightly faster movement or +1 hp regen

    I personally would like to see sprint removed completely in exchnage of increased walk speed
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->in exchnage of increased walk speed<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please no, just no. Marines already out maneuver skulks enough as it is by circling and pogo jumping.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A better gameplay mechanic would be buffing aliens on infestation, like slightly faster movement or +1 hp regen<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A better gameplay mechanic would be buffing aliens on infestation, like slightly faster movement or +1 hp regen<!--QuoteEnd--></div><!--QuoteEEnd-->

    Faster movement is like the marine slowdown, you just get slow when you leave the creep instead of getting onto it: it feels bad.
    Regen was nice, except it cut the role of crag and gorge.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    removing sprint and buffing alien initial inertia and and making celerity a flat increase.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Disable sprint on infestation, fixed.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001313:date=Oct 30 2012, 01:34 PM:name=MzMz)--><div class='quotetop'>QUOTE (MzMz @ Oct 30 2012, 01:34 PM) <a href="index.php?act=findpost&pid=2001313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We've tried impeding marine movement on infestation before and almost all hated it.
    It may sound sensible and reasonable in words but it just doesn't play well.
    A better gameplay mechanic would be buffing aliens on infestation, like slightly faster movement or +1 hp regen

    I personally would like to see sprint removed completely in exchnage of increased walk speed<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm all for the removal of sprint. I don't understand why they have such a high move speed in ADDITION to phase gates.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2001514:date=Oct 31 2012, 10:34 AM:name=TimmahIsASaint)--><div class='quotetop'>QUOTE (TimmahIsASaint @ Oct 31 2012, 10:34 AM) <a href="index.php?act=findpost&pid=2001514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm all for the removal of sprint. I don't understand why they have such a high move speed in ADDITION to phase gates.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It was implemented in order to 'allow marines to get back into combat faster'. You see this all the way through to crack marine spawn times.

    Only reason i would argue for sprint is because marine base speed is slow (should bump the base up by 0.5 and remove sprint).
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001554:date=Oct 30 2012, 04:53 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Oct 30 2012, 04:53 PM) <a href="index.php?act=findpost&pid=2001554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was implemented in order to 'allow marines to get back into combat faster'. You see this all the way through to crack marine spawn times.

    Only reason i would argue for sprint is because marine base speed is slow (should bump the base up by 0.5 and remove sprint).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I'm ok with faster walking but then being able to outrun skulks ? GG
  • SammyllSammyll Join Date: 2012-10-30 Member: 164714Members
    edited October 2012
    Link removed - Spambot - GISP
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