Just A Thought...
SniperSkunk
Join Date: 2002-11-07 Member: 7644Members
Phase gates almost seem overpowered nowadays.
Most games I play, the marines rush hives to build phases and grab two hives right away, or build a phase in the hive itself and rush the hive. The marines
My thought was, perhaps to balance this slightly, that the phase gates should take a little time between jumps? And have the time be dependent upon how far away they are?
IE : To get from two points nearby it'll only take a second or two, since they're close. To teleport across the map, it'd take 6 or 7 seconds? Nothing huge and unbalancing, just something to give the aliens some breathing room.
Just a thought...
Most games I play, the marines rush hives to build phases and grab two hives right away, or build a phase in the hive itself and rush the hive. The marines
My thought was, perhaps to balance this slightly, that the phase gates should take a little time between jumps? And have the time be dependent upon how far away they are?
IE : To get from two points nearby it'll only take a second or two, since they're close. To teleport across the map, it'd take 6 or 7 seconds? Nothing huge and unbalancing, just something to give the aliens some breathing room.
Just a thought...
Comments
True, but ATM phase gates seem sorta ridiculously powerful.
One marine sneaks into the hive and drops a phase. BAM. Instantly you got five marines in there with LMG's, zerging the hive. Three of 'em die? No problem! They'll be back there in no time because the comm has more than one IP down and the phase is an instaport straight to the hive. Don't even need to stop for ammo, just jump into the phase, shoot any skulks, then spend the rest of your ammo on the hive. Die, come back, jump through portal... repeat until hive's dead.
I've seen it happen too many times.
Im fine with the build speed.
Im fine with the build speed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Or perhaps make an observatory more expensive? I don't know. It just seems like that particular strategy gets overused and is VERY hard to defend against as an alien... it's allowing the marines to spawn in 2 seconds away from the hive. If the comm has many IP's, the marines can spawn in 3, 4, sometimes 5 times faster than the aliens.
It's extremely easy to kill a marine that's busy building.
They would have to build an arms lab, prototype lab, and tech to jetpacks just to get similar mobility.
There are nothing wrong with phase gates; and if the alien team can beat back the phase rush; you can storm through the portal and take out the ips with skulks. Its not like both sides can't use them ~_~<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Explain to me how are aliens? Skulks only move slightly faster than marines and marines always start in the middle of all three hives. Aliens sometimes randomly spawn farthest from one hive making it easy for marines to get the other 2.
The reason marine phasegate hive rushes are succesful is that 90% of the alien team is dead when they are shooting it and there is nothing you can do. You spawn, you die. This is more true on servers with teamsizes of 8 and above.
They would have to build an arms lab, prototype lab, and tech to jetpacks just to get similar mobility.
There are nothing wrong with phase gates; and if the alien team can beat back the phase rush; you can storm through the portal and take out the ips with skulks. Its not like both sides can't use them ~_~<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
AFAIK, neither team is supposed to have that mobility early game.
Problem is the skulks can only spawn one at a time. Once that phase is down, the comm just drops down more IP's and bam... instead of 1 marine spawning in, there's 5. As fast as the skulks spawn in, the marines spawn in much, much faster.
Except of course that the developers <b>programmed it that way</b>.