[Suggestions] EMP Grenade & Deployable Centries
Mindstorm
Join Date: 2012-12-17 Member: 175356Members
<div class="IPBDescription">2 suggestions: EMP Grenades & Deployable centries</div><b>EMP Grenade</b>
As the topic title says. An EMP grenade which works like the MAC EMP charge.
How it could work:
-Buyable by marines at armory after research
-Researche cost: 15 (same as mines)
-Cost: 15 (same as mines)
-3 emp grenades
-Radius: 10 (for referce, a com scan is 20)
-Drains energy from aliens in range
-Disables crags, shades and shifs for a duration of 5 seconds.
-Optional: Only after advanced armory upgrade
In my opinoin this could increase marine offensive without the help of exo's & arcs. 4 skulks can easily wreak havoc in a marine base, on the oposite marine have a hard time doing the same with whips and hydra's all over the place, especially when they are cloaked.
<b>Deployable Centry</b>
The one thing marines are missing in my opinion is a good small defense. A commander most of the time doesn't waste to much recourses on centries in early game, the 20 recourses are just not worth it. Because of this most of the recourse towers stay un-defended. An alien undefende recourse tower doesn't fall to the hands of a single marine often because a skulks can most of the time get there fast. A marine however most of the time does not have the ability to do so. So this is where the deployable centry comes in:
-Buyable by marines at armory after research
-Research cost: 15 (same as mines)
-Cost: 15
-Range 5-10
-Firingarc: 360 degrees
-Damage: same as 1 normal centry
-Only 1 deployable within a range of 10 (prevent resource tower defense spam in early game)
A marine could buy this item and place it anywhere on the map. The centry doesn't do much damage but it's just to make skulks think twice about attacking somewhere. The low damage is also a compensation for the 360 degree rotation. Damange could also be increased and with that the rotation speed of the turret decreased.
W what do you guys think of these?
As the topic title says. An EMP grenade which works like the MAC EMP charge.
How it could work:
-Buyable by marines at armory after research
-Researche cost: 15 (same as mines)
-Cost: 15 (same as mines)
-3 emp grenades
-Radius: 10 (for referce, a com scan is 20)
-Drains energy from aliens in range
-Disables crags, shades and shifs for a duration of 5 seconds.
-Optional: Only after advanced armory upgrade
In my opinoin this could increase marine offensive without the help of exo's & arcs. 4 skulks can easily wreak havoc in a marine base, on the oposite marine have a hard time doing the same with whips and hydra's all over the place, especially when they are cloaked.
<b>Deployable Centry</b>
The one thing marines are missing in my opinion is a good small defense. A commander most of the time doesn't waste to much recourses on centries in early game, the 20 recourses are just not worth it. Because of this most of the recourse towers stay un-defended. An alien undefende recourse tower doesn't fall to the hands of a single marine often because a skulks can most of the time get there fast. A marine however most of the time does not have the ability to do so. So this is where the deployable centry comes in:
-Buyable by marines at armory after research
-Research cost: 15 (same as mines)
-Cost: 15
-Range 5-10
-Firingarc: 360 degrees
-Damage: same as 1 normal centry
-Only 1 deployable within a range of 10 (prevent resource tower defense spam in early game)
A marine could buy this item and place it anywhere on the map. The centry doesn't do much damage but it's just to make skulks think twice about attacking somewhere. The low damage is also a compensation for the 360 degree rotation. Damange could also be increased and with that the rotation speed of the turret decreased.
W what do you guys think of these?