Make scans cost 2 Tres

Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">buff camo, buff scan. Nuff said?</div>(edited as I didn't really describe my suggestion.)

Camo has been buffed (aliens are now fully invisible) and thus I was suggesting that marine scan should be buffed slightly. My suggestion is that instead of 3 Tres per scan, it should be 2 Tres per scan. My contention is that early camo is the new 6-minute Onos egg; unless you know how to contend with it (scan often) the alien team can just ream the marine team. Dropping many armories is too expensive, thus, reducing the cost of a scan slightly would compensate.

Comments

  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Pointless to discuss if you can't come up with any explanation why you would want to buff scans by reducing the cost of scans and how that should work to buff camo.
  • xxswatelitexxxxswatelitexx Join Date: 2012-11-16 Member: 171754Members
    I am not sure how you buff 100% invisiability.

    Aliens become so invisible they can pass through the space time continum to travel back in time like prince of persia?
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=2033615:date=Nov 24 2012, 09:31 AM:name=xxswatelitexx)--><div class='quotetop'>QUOTE (xxswatelitexx @ Nov 24 2012, 09:31 AM) <a href="index.php?act=findpost&pid=2033615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not sure how you buff 100% invisiability.

    Aliens become so invisible they can pass through the space time continum to travel back in time like prince of persia?<!--QuoteEnd--></div><!--QuoteEEnd-->

    120% invisibility. Bullets have a 50% chance to phase through invisible targets. Attempting to attack invisible structures causes the Marine to get sucked into an alternate dimension.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    <!--quoteo(post=2033615:date=Nov 24 2012, 06:31 PM:name=xxswatelitexx)--><div class='quotetop'>QUOTE (xxswatelitexx @ Nov 24 2012, 06:31 PM) <a href="index.php?act=findpost&pid=2033615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not sure how you buff 100% invisiability.

    Aliens become so invisible they can pass through the space time continum to travel back in time like prince of persia?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Aliens are granted full running speed even while invisible. Only drawback is that they still make footsteps.
    OP, I know, but you were asking for it. :p
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    Sorry. I should have used more words!

    Camo has been buffed (aliens are now fully invisible) and thus I was suggesting that marine scan should be buffed slightly. My suggestion is that instead of 3 Tres per scan, it should be 2 Tres per scan. My contention is that early camo is the new 6-minute Onos egg; unless you know how to contend with it (scan often) the alien team can just ream the marine team. Dropping many armories is too expensive, thus, reducing the cost of a scan slightly would compensate.
  • GhostshellGhostshell Join Date: 2012-11-23 Member: 172939Members
    just sad there is no thermal scanners for the Marines. Would be a rational response to 100% invisibility.

    A motion detector would not make sense because you can hear them running.

    such as an upgrade?
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Early invisibility is an all-or-nothing kind of thing for aliens. It is really easily countered by a marine team building Observatories all around the map and scan from time to time before going into a room. And of course by staying together instead of being lone marines.
    It is the most risky tech path for aliens to go in the start because it helps defense more than expansion. Once they are detected, aliens don't get any combat buffs from stealth as opposed to celerity and carapace paths. And from moving slower, they also have a harder time to establish map control.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    <!--quoteo(post=2033843:date=Nov 24 2012, 07:10 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Nov 24 2012, 07:10 PM) <a href="index.php?act=findpost&pid=2033843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry. I should have used more words!

    Camo has been buffed (aliens are now fully invisible) and thus I was suggesting that marine scan should be buffed slightly. My suggestion is that instead of 3 Tres per scan, it should be 2 Tres per scan. My contention is that early camo is the new 6-minute Onos egg; unless you know how to contend with it (scan often) the alien team can just ream the marine team. Dropping many armories is too expensive, thus, reducing the cost of a scan slightly would compensate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Buffing aliens doesn't in turn require a marine buff. That's like if fades got a buff you'd buff shotguns and be right where you were all along.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Agree with OP.

    Actually, I'd rather have energy back on the obs, so camo isn't crippling the marine econnomy. (And beacon on energy is better aswell, imho)
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