Power Nodes

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Comments

  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2029993:date=Nov 21 2012, 12:03 AM:name=Jekt)--><div class='quotetop'>QUOTE (Jekt @ Nov 21 2012, 12:03 AM) <a href="index.php?act=findpost&pid=2029993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Power nodes are awful, always have been. The argument against them has been made countless times in the past. They're in for the atmospherics of its light switch function and instant win potential.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pretty much this.

    I hope UWE atleast takes a look at decreasing destroyed powernode build times by alot. It's frustrating for all players, especially the new who are less forgiving and understanding of the whole picture. Having the building powernode sound then be 9000x louder than everything else is just overdone trolling.
  • JuomariJuomari Join Date: 2012-11-05 Member: 167141Members
    edited November 2012
    you could as well cry about robotic facility or shadehive being noobtraps or.... whatever in thatcase.

    powernodes add intresting depht to the game, and if skulks are chewing powernodes on 1rt positions, they might be wasting time but it's not useless... what YOU can do however is to educate noobs not to do so, that they should focus powernodes in larger bases only, just like you need to educate noobs not to build robotic facility before observatory.

    powernodes being win button however, i don't really know about that, it's really easy to defend powernodes, and if you see more than 2skulks chewing on powernode then you need to beacon ( this is why exo's are really bad in this game ), i think this is just a matter of opinion, i think commander should have option to upgrade powernodes with 10tres to double hitpoints or something, so they can last more hits, to counter these skulk rushes on powernodes
  • BVKnightBVKnight Join Date: 2012-02-26 Member: 147496Members
    <!--quoteo(post=2030002:date=Nov 20 2012, 08:17 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 20 2012, 08:17 AM) <a href="index.php?act=findpost&pid=2030002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope UWE atleast takes a look at decreasing destroyed powernode build times by alot. It's frustrating for all players, especially the new who are less forgiving and understanding of the whole picture. Having the building powernode sound then be 9000x louder than everything else is just overdone trolling.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They did this a few builds back, it was really unbalanced. Gave marines too much of an advantage to be able to rebuild the power nodes so quickly, they weren't vulnerable for more than a few seconds.

    Agreed about the sound, but maybe it's an intentional drawback.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    do power nodes do anything besides slowing down gameplay by having marines build them and give another way to siege a base? A lot of the problems with them can be fixed like having them built automatically as soon as a structures is built in a room or placing them better on the map. Probably the worst part about them that I've seen is that skulks don't realize it's a waste of time to attack them.
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