Lets Discuss Marine Movement
TimmahIsASaint
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
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
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.
Sprint still has a duration, it's just usually never reached.
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.
There was a couple of more interesting mechanics linked to increased regen on crag tech, a kind of scan mechanism with the shade tech.
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.
Would give creep a nice deterrent-feel. :>
Would give creep a nice deterrent-feel. :><!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds much more severe and punishing.
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
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.
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
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
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.
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.
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).
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