F2P gorge, now offical.
oMe
Join Date: 2004-02-01 Member: 25884Members
Why do we need micro transaction for every little bit when playin as gorge?
I bet my ass soon we will see clogs costing 0.25res each.
Tunnel is ok, hydras is meh but okish...babblers i dont use because of the cost and now finally we got webs.. but nope u get them late and then ur 1 res webs will be destroyed by gren spam and flamers.
At least make webs free of cost and since u nerfed babblers i would like to see those also to be free.
I bet my ass soon we will see clogs costing 0.25res each.
Tunnel is ok, hydras is meh but okish...babblers i dont use because of the cost and now finally we got webs.. but nope u get them late and then ur 1 res webs will be destroyed by gren spam and flamers.
At least make webs free of cost and since u nerfed babblers i would like to see those also to be free.
Comments
While they were definitely overpowered before (aliens gaining effectively +240 HP with Babblers), this nerf might be too much (+60 HP).
Well, it was unlikely that a marine would kill all the babblers before actually hitting the gorge...
so the effective HP gain would be along the lines of, let's say, half of that, 100-150.
Big nerf though, I don't like seeing changes of that magnitude.
Babblers will only receive max 5 damage from any source (except Rifle bash for some reason..), preventing one shots from grenade explosions, railguns, etc.
Make gorge cost 15 and everything besides tunnel free.
really? that's interesting... so they can potentially block 100% of 2 shotgun shots or?
#savethebabblers
Since a shotgun blast unloads 17 pellets at once, each Babbler can potentially block 2 pellets.
Gorge upgrade prices are fine.
idk like 5DPS per Babbler (10 dmg per babbler, per attack, every 2 sec)
idk, I can't see anyone spending 35 t-res for babblers in the early game (which is probably going to be the only time they're worth using- or at least the time when they are most effective). Like ever, so I would call that pretty much nerfed to oblivion here as well.
They are 10hp 0 armor now also, so they are 1 bullet, not 2.
They're 10hp, but they work like clogs where they take 50% of damage per hit, so its 2 rifle bullets. At least that's how it's been explained to me. Or maybe it's not that they take 50% of damage, but that they can only take 5dmg from any one source.
Doesn't appear to be the case. Heal Spray requires line-of-sight to the unbuilt structure to apply the build speed bonus (added many patches ago, maybe even in beta), so try moving around while spraying your Hydras if they don't all grow at once.
It's working fine for me, just tested.
Sometimes though, even in 251, some hydras that appearently are in LOS are out of sight and healspray won't work properly.
No. OP suggests to increase the gorge price.
It costs 2 resources for the gorge to boost one skulk's effective hp by a potential 45-66%. That hp might very well be a deciding factor in winning or losing an engagement. Seems fine to me.
Why should I pay 8res + babbler costs, losing time by placing them on the skulk, when 2 skulks are simply better than 1 with babblers? They are free! They are fast. I don't need to gestate. The res costs for babblers are simply wrong (and even more so to webs!). I can understand the nerf to them. But I think it would be a thousand times better to have the gorge cost 10 or 15res and make babblers and webs free.
Why not? +-2 minute delay on any bigger life forms in exchange for some static defences that get killed in basically one clip, placed in a location that marines may or may not want to take? Hell, as a marine I would make that deal.
I'm just saying your argument boils down to "they effectively removed babblers, fine to me". Which is a bit... thin
I think Babblers should be available right from the start, like Clogs and Hydras. Extra research for tunnels, extra research gorge abilities (bile+webs).
Babblers should be free, or get some HP back. Also, more damage against structures would make them more useful later in the game.