what would your changes be for 50 - 50 balance?
clankill3r
Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
The idea of this topic is to sum the changes up like a changelog on the main page. So no parapgraphs explaining things.
And only ideas to bring balance back, in other words make marines win more and aliens less.
Mine would be:
- lerk cost to 30 (was 25)
- deacreased onos range to ## was ##
- no more delay for standing up after stomp
- armor cost decreased to 15, 25, 35 (was 20, 30, 40)
- welder cost to 2 res (was 3)
- IP cost to 15 (was 20)
- removed delay before being able to weld a broken powernode
- added sounds for structures so you can hear "arms lab" under attack etc.
And only ideas to bring balance back, in other words make marines win more and aliens less.
Mine would be:
- lerk cost to 30 (was 25)
- deacreased onos range to ## was ##
- no more delay for standing up after stomp
- armor cost decreased to 15, 25, 35 (was 20, 30, 40)
- welder cost to 2 res (was 3)
- IP cost to 15 (was 20)
- removed delay before being able to weld a broken powernode
- added sounds for structures so you can hear "arms lab" under attack etc.
Comments
And no to "removed delay before being able to weld a broken powernode" i want the room to be blacked out for a least a few secounds, also comm can power up a room if really needed.
The delay is there so you can actually secure advantages in a particular room instead of either team being able to get their supply line back up instantly.
I agree with Hobo, you do need a delay on power nodes.
@decrease onos range strongly disapprove. As it is now I'm already missing hits as an onos when chasing a marine even though I'm literally as close as I can possibly be (getting stopped by the marine's ankles????)
Which brings me to: NO MORE (insert totally justified profanity here) MARINES BODYBLOCKING AN ONOS!!! This is the most irritating thing, to have a tiny little matchstick completely stopping this massive freight train of death. What in the hell? If I'm in a hurry to retreat, I don't have time to do the... what two or THREE hits required to kill a marine. AND THEN I have to spend precious little time getting back up to speed (esp if we don't have charge yet)... God help me if another little marine decides to stick out their foot and bring me to a dead stop again. Why aren't onos scary anymore??? Okay okay so the idea is if you have coordinated with your fellow marines to trap an Onos in the base to kill it... that's great! You're working together and that should be rewarded. The onos should just push the marines out of the way. Still slowed down, but the strength of pushing should be a function of how fast the onos was going. If an onos is running full tilt down a hallway, that marine should NOT be able to bring him to a full and complete stop. Better yet, what if we made charge do damage!? It would still take some time to get up to full speed, but once at full speed, you could ram structures and players for lots of damage (again, a LONG buildup time so this doesn't get OP). And while we're on Onos... why do I have to pay 86 rez for a fully upgraded onos that's just going to be taken out super easily by the dual exo down the hall with the 60 rez price tag? Increase the cost of dualies!
Either that, or limit how fast an exo can spin and aim... not too much, but just enough to where a lone exo is no longer able to whip around at break-neck speeds, making it a very powerful force in its own right, given a skillful player. I think it would make teamwork more integral if an exo HAS to be covered by teammates to prevent one sleek little skulk from outmaneuvering the big heavy robot.
Medpacks must be picked up and applied by a marine for a split second (no more medspam in the heat of battle). In exchange for this, they'll do full heals, but cost slightly more (2-3 rez total?)
Marines can still jump really far, but for the love of God, they're only human! At least make the fatigue recovery time a little longer. Jumping to the side for the first time to avoid a skulk is great, but if you are able to do that 4-5 times, your aim is probably too crappy to justify you being alive at that point anyways!
I find that when you have a server that is filled with people of veteran skills, it feels much more balanced. You constantly have to respond, and your constantly making them respond.
Its obvious that its based on skill when you look at the scoreboard and one or two players are setting on 15/4 on each team, and the rest have 3/6 kdr.
Its also very much based on the commander of the team as well. A good commander can play both offense and defense at the same time - and make players respond to false threats (Cysting and echoing in a whip or telling Marines exactly where to go).
It pretty much comes down to team work and strategy. If a group of players are talking and planning what they are doing, their going to be almost unstoppable, regardless of which team their on and who has the most upgrades.