Dynamic HP only has to be on buildings IMO. Leave player damage as it is.
The only bad part about large servers is 10 GL/SG on the hive or 10 gorges in a base.
Except is it far more easy to play marine in that case than alien. Gorge rush requires stealth that is complex to do when a lot of ppl run on the map, time (evolving, moving) and gorges have to spend res for tunnels and shade (team res). Then comes the fact that gorges cannot fight anymore unlike a JP/GL that can sentry the bases or doing artillery jobs.
For those who think a little they send the grenades close to eggs. Perfect egg lock an then ... baaam!
The two play are clearly different. Instant JP/GL cannot be equal to a gorge rush.
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Except is it far more easy to play marine in that case than alien. Gorge rush requires stealth that is complex to do when a lot of ppl run on the map, time (evolving, moving) and gorges have to spend res for tunnels and shade (team res). Then comes the fact that gorges cannot fight anymore unlike a JP/GL that can sentry the bases or doing artillery jobs.
For those who think a little they send the grenades close to eggs. Perfect egg lock an then ... baaam!
The two play are clearly different. Instant JP/GL cannot be equal to a gorge rush.
It not as hard as you think. one GT, with that gorge yelling for a shade makes a very easy staging area for a large number of gorges.
Even 10 skulks on the power would take it down in a matter of seconds, and could fight beaconed marines too.
Scaling HP on buildings would at least make large packs more manageable, for both sides.