My Suggestions
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Join Date: 1970-01-01 Member:
<div class="IPBDescription">just opinions, nothing else.</div> Hi, i'm new on the forums but i have been playing NS since November 1st, and like most people here, i loved it. However, i believe the mod still needs some improvements in balancing... everyone is free to add his own comments, just dont flame ;P
Marines:
Ammo pack should add ammo for all weapons equiped, and give less ammo to a single weapon than they do now.
Shotguns should cost 15 res or less. they do great damage, true, but have little accuracy and fire slow. Theyre used very, very little. Therefore, they should be cheaper.
Turret factory area (the range to place turrets) should have a height limit. Currently, you can place a turret factory in sewers and place a turret on a bridge 15m up.
There should be some kind of building that could heal marines that use it, much like the armory that gives ammo when you use it. Giving away medpaks every now and then slows the team down. (not to mention the risk of being ejected because of frustraded marines ;P)
-Important- Aliens <b>should not</b> be able to use marines teleport pad! (or being killed if they try). Marine teleports also should have a 3-5 second delay before teleporting.
Siege turrets should cost more. Around 25-30 resources each. 2 of them can easily wipe all the aliens chambers, and they can even do it trough walls, without being damaged.
Heavy Armor damage reduction down to 90% (from 95%) that means double damage taken. Today i saw a marine alone with an HMG and heavy armor take down 2 fades... one is ok, but 2? He looked more an Onos than a marine =P
Aliens:
All aliens should start with 20~30 resources. The marines get 100 at the beggining, plus all their equipment. They can build turrets and protect their bases before you can rush into there. Aliens cant.
Defensive chamber, Sensory Chamber and Movement Chamber cost incresease to 25~30
Offensive chamber build time incresease a little bit (like 10-15 seconds more) they can be built anywhere, and theyre cheap. At least they should take longer to build.
Defensive chamber can heal players from a distance, but it should only heal structures placed very close to it. (and i really mean <b>close</b>)
Hive cost down to 70.
Onos cost up to 99. (why? simple... everytime you kill an onos -and they take looooong to kill- the alien player is most likely full of resources at the time when he respawn so he can just morph again.)
Fade cost up to 55. Read above. Even with only 2 hives active, smart fade players last long.
Xenocide should work only after a skulk stays <b>completely still</b> for one second.
The Lerk (flying alien) should be able to stay in air longer. (like 45 seconds) Before exausting their adrenaline meter.
Thats all folks
<i>just opinions...</i>
Marines:
Ammo pack should add ammo for all weapons equiped, and give less ammo to a single weapon than they do now.
Shotguns should cost 15 res or less. they do great damage, true, but have little accuracy and fire slow. Theyre used very, very little. Therefore, they should be cheaper.
Turret factory area (the range to place turrets) should have a height limit. Currently, you can place a turret factory in sewers and place a turret on a bridge 15m up.
There should be some kind of building that could heal marines that use it, much like the armory that gives ammo when you use it. Giving away medpaks every now and then slows the team down. (not to mention the risk of being ejected because of frustraded marines ;P)
-Important- Aliens <b>should not</b> be able to use marines teleport pad! (or being killed if they try). Marine teleports also should have a 3-5 second delay before teleporting.
Siege turrets should cost more. Around 25-30 resources each. 2 of them can easily wipe all the aliens chambers, and they can even do it trough walls, without being damaged.
Heavy Armor damage reduction down to 90% (from 95%) that means double damage taken. Today i saw a marine alone with an HMG and heavy armor take down 2 fades... one is ok, but 2? He looked more an Onos than a marine =P
Aliens:
All aliens should start with 20~30 resources. The marines get 100 at the beggining, plus all their equipment. They can build turrets and protect their bases before you can rush into there. Aliens cant.
Defensive chamber, Sensory Chamber and Movement Chamber cost incresease to 25~30
Offensive chamber build time incresease a little bit (like 10-15 seconds more) they can be built anywhere, and theyre cheap. At least they should take longer to build.
Defensive chamber can heal players from a distance, but it should only heal structures placed very close to it. (and i really mean <b>close</b>)
Hive cost down to 70.
Onos cost up to 99. (why? simple... everytime you kill an onos -and they take looooong to kill- the alien player is most likely full of resources at the time when he respawn so he can just morph again.)
Fade cost up to 55. Read above. Even with only 2 hives active, smart fade players last long.
Xenocide should work only after a skulk stays <b>completely still</b> for one second.
The Lerk (flying alien) should be able to stay in air longer. (like 45 seconds) Before exausting their adrenaline meter.
Thats all folks
<i>just opinions...</i>
Comments
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Uh, I hope you are aware that the cost is pretty sufficient as it is. I mean, Off chambers are pretty much worthless unless stacked with tons of other chambers (but then u have the limit, so if u concentrate on one corner, the other is undefended). U said u wanted to give aliens more resources in beginning, now this I like, even though perhaps not that much. But then u change that completly and want things to be more expensive =/ I dont understand...really..
more resources at spawn means faster evolution.
However, tons of defensive chambers with offensive chambers makes an incredibly barrier that is only "easily" destroyed with siege turrets. marines with lmgs and normal armor almost always dies to those walls.
And in my "wishlist" it would cost a total of 75 resources (25 factory + 25 upgrade + 25 siege turret) to build the first siege turret.
Heavy Armor damage reduction down to 90% (from 95%) that means double damage taken. Today i saw a marine alone with an HMG and heavy armor take down 2 fades... one is ok, but 2? He looked more an Onos than a marine =P
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This all depends on two factors.
1. how well off the fades are doing, hp and ar wise, and
2. the aim of the player.
Ha or no HA i've sen people solo an onos and win, it just all depnds on the right moment, and the right suprize. if you move around a corner into two fades with a HMG, you are more likely to win beacuse they almost wlays have acid rockets out, which hurt them too at close range. and they are suprized to see someone standing that close to a fade.
all your other ideas do not appeal to me, personally, except for the teleporter one. but this is not a problem if built in the right place. as for the seige cannon idea, sure they are only 15, and they can shoot through walls, but they can also get stuck on struectuers, and if properly defended by defense chambers, three SC can spend up to half a hour working on one building. i've seen it.
the fades were at full health. They had an gorge with them, healing non stop. I know that even with all the enhancements on this mod, its still a player x player factor that defines the battle. I have so far killed 2 onos with knife stabs, just by going circles around them (and dodging behind some structures, of course)
Also, on what you said about the SC, are you sure you were playing a 1.02 server? Because once, when i was playing aliens, I did one of those "alien lame walls" with 8 defensive chambers close but not <b>very close</b> to each other, and it only took 2 SCs and 3-4 minutes to all of them go down. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
Gwahir,
since the NS help instructs new players to go play marines, mostly marines on a server are completely lost. With 10 players, armory , spawn portal and probably a turret factory would be build in before an alien rush in any map. However, if your team went on to ANY hive location, you would probably destroy or guard it <b>easily</b>. I know its very fun an alien rush, mostly when youre an alien and see all the marines scared to death trying hopelessy, to escape or hide, but if the rush is sucessful and the game ends in the first 5 minutes, <b>then its not fun</b> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Yeah, I thought about this one a while. Sure, it takes the first gorge or two a while to save up to plunk down some resource towers so that they have at least a trickle to begin placing towers. But its part of the early game. The skulks need to keep those marines busy. If aliens started with that many resources, they gorges could expand way too quickly while the marines got situated and fended off the early alien rush or even grabbed a resource node or two.
As for the teleport pad, it's fine as it is. The abliity to teleport marines from your spawn is a very very powerful one, as it allows reinforcements to reach a location very quickly, or marines to go back to their base to pick up weapons or armor and come right back. Having a caveat that you need to secure an area with a phase gate is an acceptable one. It's not only good for balance, it makes sense.
Also, as for the increased cost of aliens, I don't think its really necessary. If you look at the costs, they are set to match with the resources given by the area you should control at certain stages of the game. The fact is that fades don't have any greater inherent survivability than a HA marine. However, the fade can be a loner and use regeneration or redemption or something along those lines to stay alive whereas the HA marine needs a partner with a welder to do the same. I'd say that on most public servers the real issue isn't that the aliens survive for far too long, rather that the marines tend to split up, neglect to weld each other, and waste resources dying and clamoring for replacements at their spawn. Besides, increasing the cost of an onos that high would mean that you would need to hold the third hive for a considerable amount of time before you could have any onos, and that restriction seems a little unneeded.
I don't find the xenocide thing a real problem. Really, I think you should probably thank your lucky stars if there are players still left playing skulks when the aliens have three hives. Making their xenocide ability amost impossible to damage turret encampments with would probably clear out many of the players who use them for that purpose. Well... that's more for when xenocide gets fixed, really.
I myself wouldn't mind seeing the ammo from ammo packs split up amongst weapons. I can't tell you how many times a commander has dropped ammo on me while I'm near-empty in the early game only to have it become pistol ammo, as that's what I had out since my lmg was empty. I also wouldn't mind seeing shotties cost /slightly/ less, but I realize that whereas they don't get much use, it's most because of player prefence. Shotties are fairly brutal against structures, skulks, gorges, and the rest of the lovely folk you met early in the game. I've seen competant shotgun users even take down fades if they can get in close and press that attack.