My List
DontTouchMyHoHos
Join Date: 2012-11-07 Member: 167916Members
As you read this take into consideration one, lack of hardcore time into the game and my knowledge mostly comes from the marine side. A lot of my knowledge comes from my experience from other fps. I by no means try to take a lets make this realistic approach with my changes and suggestions. I take into consideration what I think a fps/rts would be to be fun. I'm not a good commander by any means so please take this into consideration as I do not know how they would reflect on their gameplay. So please take kind to what I have typed and understand I have ignorance in some fields. So if i'm out right wrong, please correct me and help me learn. I like others want this game to be amazing and balanced.
As I do not have time to search through the forums at the moment I want to get this out of my mind so I do not forget so and get thoughts and ideas from people here on various suggestions I have.
Commanders - Main issue is they can not be removed nor can you find out how skilled they are
1. Implement a remove feature if current commader fails.
2. Implement a feature that gives players a rank based on their success as a commander.
Units
Exo - Now I know range vs melee, the melee is gnna have more hp and do more damage, but a lot of these maps are close quarters almost rendering his range useless and when the maps open up a little he doesn't do enough dmg to an onos to make him effective enough to stop the onos. I've seen an onos take out two exos run away to get healed by gorge than come back and finish a 3rd exos and the rest of the room. This isn't to say we didn't have welders or automated bots healing.
1. Drop the 2.3k hp of an onos to not make them so beefy. I spent one of my games as an onos rampaging on one guy alone through at least 10 exos and destroying multiple buildlings. It literally was a game that lasted almost 2 hours with me becoming an onos about 1hr mark than pushing one side while my team mates made offensives else were and we kept moving constantly. Exos became a thing of the past once I would get up in their face.
or
2. Give upgrades to exos that allow bullet damage increase vs onos only, because I feel they do great dmg vs any other creature just the onos with caparace upgrade is bleh. If he starts at one end of the room and i'm at the other with dual guns. I should be able to kill him no? With back up, no? I feel the onos shouldnt be able to single handed stop a marine adv when they have multiple exos plus some.
3. Allow the punch on a one handed exos to stun or flinch the onos. He can't use his minigun at the same time, but this would allow the rampage I have seen when he alone comes in and does dmg, than gtfo
4. Increase in armor, they go down a little to quickly marines will recycle men after men after men to take down an onos, Ive seen exos get taken down by 2 normal dogs because once they get up close its really ###### hard to hit those ######s that run around. I know that is the point, but some were around 700 hp? The melt pretty quickly if you dont have dedicated healers vs an onos that really doesnt need one to go in wreak havoc and get out.
Gorge - love the guy in all aspects, but I find it terribly hard to get the right angle or even the right sight with his basic range attack. I will see myself aimed dead on the guy and not hit him, idk if I have to arc the shot or what, but the hit detection for that shot seems off by a lot.
1. Make his basic shot a little bigger?
2. Improve the hit detection or remove the arc and make it vanish after a certain distance
3. If 2 lower the dmg since 40 is kinda op if you can shot that fast.
Lerk - Love the guy, but his shot as I know is unlimited, but it seems like it needs a little buff in dmg. I have racked up almost 200dmg on a marine only to be melted faster than I racked that dmg up against him and winded up dead. It was a stand off no one was moving I was hitting him while he started hitting me. Numbers might not be accurate, but the fact is I had a clear lead on who was shooting who first only to get melted so easily. I had caparace upgrade to.
1. Beef the dmg up a little, nothing to crazy. It shoots fast so a tick up could suffice easily.
Onos- 2.3k hp? I really think this needs to drop. His dmg is great since he needs to be up close no complaints there, I just really think this guy can take to much of a beating
1. Reducs overall hp with the caparace buff and I would have no complaint
Fade- This guys blink ability last waaay to long, I understand his purpose, but his ability to use it for long distances and so frequently with his hp/armor is devastating. As fast as marines melt it kills their resources when they melt so fast. To have a guy that can run in kill and run out over LONG distances while barely being seen makes the advantage in his hands pretty strong. A stealth char with lots of hp is never balanced imo. Close quarters maps makes any type of standoff uselss. Most of these maps are close quarters and a fade can one to two shot any marine and vanish before he knows what is going on.
1. Drops is hp a lil
2. Make the blink a distance thing or increase the energy to use it
Marines - Reduce the dmg of starting by a little, you get a good group of guys they will melt aliens easily and push no problem, until the onos push from the aliens come along. I'm fine with their hp/armor, but they seem to do to melt the starting aliens pretty easily. Once upgrades start to come into play I feel its pretty balanced.
1. Reduce dmg a little, you get a good group that knows how to stand off against aliens it makes it very easy to kill them
Now for implements
More marine weapon variety!!!!
1. Weapon attachments! Lower rated cost but variety. I.e. smoke grenade attachment 10 resource, shorter version of the flamethrower 15 etc. etc.
2. a better melee weapon, maybe a sword? Hammers?
3. Maybe a melee class for marines.
4. Armor upgrades that add visual appearance as well for both races, i.e Marines get upgrades it shows more visually, aliens get more upgrades it shows up more visibly. Caparace shows more spikes and thicker armor. This way that the end of the upgrades everyone is looking bad ass!!
Maps
Open up the maps a little more and make bigger maps that can hold more people.
Resources - I think increasing the amount or the rate would make the game a faster and more entertaining, because right now to get an exos or ono to take the length it takes, but something like mines, torches, shotguns just burns resources to fast and you dont buy them so you can save up for an exos or onos. I'm not sure how to work this out for aliens, but on the marine side I feel that their weapons shouldnt be something you avoid to get to an exos or mines. This maybe from lack of strategy, but I feel for both races you should be strapped to build only one thing and sacrifice for others. It makes for people who know what they are doing and requires great counter strategy so I dont want to push this heavily, but something were a lot more variety is used more often? Longer games this doesnt happen, but I should have to play 1 hour to get there? Time length might be extreme, but help me out :D
Robots -
What does the artillery robot do? I have seen it out but never do anything.
1. Sentry gun upgrades for onos. This could negate the need to buff an exos and allow for a better standoff type style for the marines. Hence buildling up defences and pushing through that way.
Upgrades-
1. Give upgrades to weapons or makes weapons with upgrades that deal dmg to specific aliens. Thus removing a need to buff overall dmg and removing a need to lower hp on creatures like onos and fade.
Flashlights - yes it works for that person, but it has a fogg effect for everyone else making it harder to see than better
Kick- The ability to kick people would be awesome
Lastly I feel overall the speed of the basic alien unit and fade are to fast to track.
Someone posted webbing for gorge, I second this to. :P
As I do not have time to search through the forums at the moment I want to get this out of my mind so I do not forget so and get thoughts and ideas from people here on various suggestions I have.
Commanders - Main issue is they can not be removed nor can you find out how skilled they are
1. Implement a remove feature if current commader fails.
2. Implement a feature that gives players a rank based on their success as a commander.
Units
Exo - Now I know range vs melee, the melee is gnna have more hp and do more damage, but a lot of these maps are close quarters almost rendering his range useless and when the maps open up a little he doesn't do enough dmg to an onos to make him effective enough to stop the onos. I've seen an onos take out two exos run away to get healed by gorge than come back and finish a 3rd exos and the rest of the room. This isn't to say we didn't have welders or automated bots healing.
1. Drop the 2.3k hp of an onos to not make them so beefy. I spent one of my games as an onos rampaging on one guy alone through at least 10 exos and destroying multiple buildlings. It literally was a game that lasted almost 2 hours with me becoming an onos about 1hr mark than pushing one side while my team mates made offensives else were and we kept moving constantly. Exos became a thing of the past once I would get up in their face.
or
2. Give upgrades to exos that allow bullet damage increase vs onos only, because I feel they do great dmg vs any other creature just the onos with caparace upgrade is bleh. If he starts at one end of the room and i'm at the other with dual guns. I should be able to kill him no? With back up, no? I feel the onos shouldnt be able to single handed stop a marine adv when they have multiple exos plus some.
3. Allow the punch on a one handed exos to stun or flinch the onos. He can't use his minigun at the same time, but this would allow the rampage I have seen when he alone comes in and does dmg, than gtfo
4. Increase in armor, they go down a little to quickly marines will recycle men after men after men to take down an onos, Ive seen exos get taken down by 2 normal dogs because once they get up close its really ###### hard to hit those ######s that run around. I know that is the point, but some were around 700 hp? The melt pretty quickly if you dont have dedicated healers vs an onos that really doesnt need one to go in wreak havoc and get out.
Gorge - love the guy in all aspects, but I find it terribly hard to get the right angle or even the right sight with his basic range attack. I will see myself aimed dead on the guy and not hit him, idk if I have to arc the shot or what, but the hit detection for that shot seems off by a lot.
1. Make his basic shot a little bigger?
2. Improve the hit detection or remove the arc and make it vanish after a certain distance
3. If 2 lower the dmg since 40 is kinda op if you can shot that fast.
Lerk - Love the guy, but his shot as I know is unlimited, but it seems like it needs a little buff in dmg. I have racked up almost 200dmg on a marine only to be melted faster than I racked that dmg up against him and winded up dead. It was a stand off no one was moving I was hitting him while he started hitting me. Numbers might not be accurate, but the fact is I had a clear lead on who was shooting who first only to get melted so easily. I had caparace upgrade to.
1. Beef the dmg up a little, nothing to crazy. It shoots fast so a tick up could suffice easily.
Onos- 2.3k hp? I really think this needs to drop. His dmg is great since he needs to be up close no complaints there, I just really think this guy can take to much of a beating
1. Reducs overall hp with the caparace buff and I would have no complaint
Fade- This guys blink ability last waaay to long, I understand his purpose, but his ability to use it for long distances and so frequently with his hp/armor is devastating. As fast as marines melt it kills their resources when they melt so fast. To have a guy that can run in kill and run out over LONG distances while barely being seen makes the advantage in his hands pretty strong. A stealth char with lots of hp is never balanced imo. Close quarters maps makes any type of standoff uselss. Most of these maps are close quarters and a fade can one to two shot any marine and vanish before he knows what is going on.
1. Drops is hp a lil
2. Make the blink a distance thing or increase the energy to use it
Marines - Reduce the dmg of starting by a little, you get a good group of guys they will melt aliens easily and push no problem, until the onos push from the aliens come along. I'm fine with their hp/armor, but they seem to do to melt the starting aliens pretty easily. Once upgrades start to come into play I feel its pretty balanced.
1. Reduce dmg a little, you get a good group that knows how to stand off against aliens it makes it very easy to kill them
Now for implements
More marine weapon variety!!!!
1. Weapon attachments! Lower rated cost but variety. I.e. smoke grenade attachment 10 resource, shorter version of the flamethrower 15 etc. etc.
2. a better melee weapon, maybe a sword? Hammers?
3. Maybe a melee class for marines.
4. Armor upgrades that add visual appearance as well for both races, i.e Marines get upgrades it shows more visually, aliens get more upgrades it shows up more visibly. Caparace shows more spikes and thicker armor. This way that the end of the upgrades everyone is looking bad ass!!
Maps
Open up the maps a little more and make bigger maps that can hold more people.
Resources - I think increasing the amount or the rate would make the game a faster and more entertaining, because right now to get an exos or ono to take the length it takes, but something like mines, torches, shotguns just burns resources to fast and you dont buy them so you can save up for an exos or onos. I'm not sure how to work this out for aliens, but on the marine side I feel that their weapons shouldnt be something you avoid to get to an exos or mines. This maybe from lack of strategy, but I feel for both races you should be strapped to build only one thing and sacrifice for others. It makes for people who know what they are doing and requires great counter strategy so I dont want to push this heavily, but something were a lot more variety is used more often? Longer games this doesnt happen, but I should have to play 1 hour to get there? Time length might be extreme, but help me out :D
Robots -
What does the artillery robot do? I have seen it out but never do anything.
1. Sentry gun upgrades for onos. This could negate the need to buff an exos and allow for a better standoff type style for the marines. Hence buildling up defences and pushing through that way.
Upgrades-
1. Give upgrades to weapons or makes weapons with upgrades that deal dmg to specific aliens. Thus removing a need to buff overall dmg and removing a need to lower hp on creatures like onos and fade.
Flashlights - yes it works for that person, but it has a fogg effect for everyone else making it harder to see than better
Kick- The ability to kick people would be awesome
Lastly I feel overall the speed of the basic alien unit and fade are to fast to track.
Someone posted webbing for gorge, I second this to. :P