Rebalance

xxswatelitexxxxswatelitexx Join Date: 2012-11-16 Member: 171754Members
<div class="IPBDescription">Just some small rebalance tweeks</div><b>Flame Thower Rebalance:</b>
Flame thower damage is reasonably balanced. But I think it should have a debuff on aliens.

When an alien is on fire it does stamina drain as well as causing aliens to absorb more damage. The flame thower it self maintains the same damage if constantly in flames.
This causes marines to work in a group to take down say an onos.
One person keeps the onos on fire, while another marine shoots it with another weapon. Because the Onos is on fire. It takes damage at say starting at 5% and upto 25% [increases upto 5 stacks]

The reason I suggest this is because onos - Moves insanely fast - has alot of Armour - and stomp can essentially disable a marine for 5 seconds. A smart onos will just repeatedly do hit and runs with gorge. Or have a healing mist from commander.

----
<b>Modification to Onos.</b>
The More damage that falls onto an onos the slower they become. Unless they have stamina remaining. So if an onos doesn't attack, for a few seconds it can recharge its stamina for a burst of energy. But constantly attacking and taking damage, the onos slows down to the speed slightly slower then a marine at full speed.
This would balance the issue again of an onos taking out 4 - 5 guys, running off and healing.

But they still maintain the ability to heal quickly from craigs and gorges. But the only downside is they become more and more vulnerable as their health drops.

----
<b>Modification for Exosuit. </b>
Exosuits should have a maximum benefit from healers. So maximum benefit it gets is from 2 healers at a time. Anything more then that. So no more insta repair with 5 macs on it.
Exosuit punch causes concussion on aliens same as onos stomp. Attack slightly slower with same range as a Knife.

----
<b> Grenade Launcher</b>
Concussion grenades. Being able to choose ammo type.
Concussion grenades do almost no damage. But it disables certain abilities and "disorients the aliens".
For example being hit by a concussion grenade would disable blink ability. Momentarily.
It also prevents the aliens from going in a perfectly straight line. They move 4 - 5 degress off to the left or right, when trying to move in a particular direction.

----
<b>Cysts and Power Nodes</b>
I think cysts should only be able to build in a place without power. Sort of a "Hindrance factor" The electricity in the room disables any alien building that doesn't have a hive in it. So aliens cannot build into a marine base with cysts untill they take out the power. Right now an alien commander can easily sneak into cysts into any area and build whips without any consequence. Marine commander has to rely on a marine to start construction on the other hand.

This will force the alien commander to rely on the alien soldiers to clear the nodes before spread.


Mutated Cyst -
Mutate cysts costs 20 resource for 1 mutation.
But they act sort of like an observatory. They don't reveal the posistion of the marine. But alerts if a marines are near on the map. Sort giant circles. [replacing drifter]
They also explode on rupture and damage anything near by. Including alien structures. The best way to deal with them would be to shoot them from a distance or wait for the them to rupture harmlessly by breaking the cyst chain near them. They look physically different, but not so much that unless you actually look at it. you may notice.
Maybe a spike coming out the side or something. So a marine who doesn't pay attention may harm them selves. Or an alien commander who doesn't pay attention may harm their own buildings.

-----
<b>Medical Pack Tool</b>
Primary Attack - Heals team Mate
Secondary Attack - Heals Self

Healing team mates - heals 50% health over 7 seconds
healing self - heals only 25% health over 3 seconds.

It uses the 4th slot same as mines. you can carry 3 at a time.
With a cost of 15.
-----
Sign In or Register to comment.