Web Rework Plz

yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
This new ability has seemed to fall into practical neglect (after much much pubbing, I don't believe I've seen it used by anyone else yet) This is sad, because it was a truly fun and interesting addition in NS1.
As of now I feel they are negligible because
-They cost resources, not enough bang for the buck (guilt inducing even, takes the fun out)
-Importantly, does not prevent shooting, unlike NS1, plummeting this thing's usefulness. Every serious marine in the game has a *ranged weapon* and will continue to retaliate. The effect usually has too short of a duration if you are really expecting skulks to capitalize on the lack of dodging.
-They come too late. Gorges have tons of better things to be doing at this point in the game and are rightfully forgotten considering cost, effect, and general gameflow in NS2
-Awkward use through a menu instead of weapon slots. Also awkward placement. I prefer the NS1 style

There is much room for discussion as to how to make these better and/or more interesting and flexible, so what could you do?


Comments

  • turtsmcgurtturtsmcgurt Join Date: 2012-11-01 Member: 165456Members, Reinforced - Supporter
    I agree with points 1, 3 and 4. I suppose 2 would be required to make it useful in comp, but unneeded in pubs I think.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I think they'd be fine if they removed the cost to lay them. They are super easy to get rid of and to avoid. In general it's just a big waste of res to even use them except for very rare circumstances, such as on the other side of a door, but once they know they are there, they will be cautious of doors for the rest of the match.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    include wrote: »
    I think they'd be fine if they removed the cost to lay them. They are super easy to get rid of and to avoid. In general it's just a big waste of res to even use them except for very rare circumstances, such as on the other side of a door, but once they know they are there, they will be cautious of doors for the rest of the match.

    I suppose if the cost is gone, then yeah, it doesn't really matter how bad they are... they're free. Just another option

  • MoFoMoFo Join Date: 2013-09-09 Member: 188047Members
    edited September 2013
    include wrote: »
    I think they'd be fine if they removed the cost to lay them. They are super easy to get rid of and to avoid. In general it's just a big waste of res to even use them except for very rare circumstances, such as on the other side of a door, but once they know they are there, they will be cautious of doors for the rest of the match.

    Couldn't agree more.

    I say they should also make them available from the start like clogs. Especially since they locked babblers behind Gorge upgrades, and very few commanders that I've seen will upgrade Gorge before they get 3 biomass first.

    Since the update I actually stopped going Gorge early game, mainly because I usually die while trying to get clogs and hydras up. In the past I always relied on babblers for the extra armor to survive. Being able to quickly slap up a few webs to slow Marines down while you build clogs/hydras would help greatly.

  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    Agree, needs changing. I love my gorge, but have yet to use them. Nor have I been annoyed by them as a marine...
  • ChikunChikun Join Date: 2013-01-10 Member: 178729Members, Reinforced - Shadow
    edited September 2013
    Keep all of the building abilities on the same weapon number, it keeps things nice and consolidated.

    Honestly, everything else aside, the fact that they cost res to make is just an insult to injury. What better way than to introduce a utility ability whose usefulness is dubious at best that's been hard-countered 10-20 minutes ago and have it cost the player resources to make.
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