My gut feeling is that marine killres is a bit much, but, having said that, the PTs/Vets seem to say that it worked well in 1.1j. I'll go with their judgement for now.
I love the way we all start bawling every time a changelog is released, without having played the game ourselves.
oooh this marine kills to res thing looks awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
finnally maybe comms will stop moaning at me for going off and slaughtering the alien team and not building their stupid arms lab which someone without good aim could do.
I don't quite get it why they didn't change onos' stomp. I mean, I read this post on the Beta Forum about a team of 6 HA/HMGers getting stomped by one onos and the onos just stomping over and over so they couldn't do anything. Then lerks gassed the whole HA army. Now, I think partly because of this topic (Flayra commented it) it was changed so that HAs are immune to spores, but nothing was done to stomp. Why? Is it still possible for one onos to paralyze 6 HA/HMGers and let one or two skulks just eat them safely, because they cannot fight back? Isn't this a big issue? I expected a stomp-nerf, but there hasn't been any change as far as I know.
Hmm, you guys shouldn't jump to all conclusions. Gameplay dynamics are all fine for guessing results, but at the end of the day, almost all changes have a knock on effect and something else balances it out. I believe that what Flayra meant by groups of hive 1 aliens taking them out, was not that groups where bad, but that it should be higher alien lifeforms that are talking them out, not just skulks/gorges
So far it seams a lot closer to than you would think, though i belive it is inevitable that more tweaks will occur
I can't help but disagree with the spore thing, I've always had the feeling they should be more effective against HA (Limited, 1.04 view point). I've always had the notion that spores would be corrosive, more so than just bad to breathe, which is usually the case anyways.
I totally agree with the res nodes. One good rambo SHOULD be able to take down a resource node with electricity with regen.
Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. Aliens have OC's to defend their cheap useless resource nodes, yes, but marines also have turrets. I think making the electrified node too viable is a bad thing. It should be a nice possibility, a nice slow down for the aliens, but hell no it should not be viable, as I see it coming.
Dont Like res for kills as it is, but if we have to have them then it should only be the aliens that get them, marines kill loads of aliens. (server side disable options for each side? (please flayra)
Like the ha is immune to spores
Like the onos weapons being re-arranged
Like electric res nodes being more powerful, the marines are supposed to be very good at holding onto areas, and this gives their nodes some much needed defence.
like removing the health upgrade (though i would have prefered the phase upgrade removed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
slightly longer res harvesting is nice, hopefully make the game longer.
Maybe, possiblely, they could do something about the res kills thing.
Ya'll know how the TF has range to build turrets...dur. Well maybe we can put a smaller green circle on ALL of the marines, so its only about eight feet away. If there is no solider within this radius, you get no res for that kill. If there is, you do. That way you would almost always see two marines running around, together. And maybe only if there are two other marines in this little circle, that you get res for that kill. That would force the marines to move in teams of three (hence, encourging teamwork) to get res. No longer could a rambo kill the whole alien team, and keep getting res. This might actually work if it could be put into place...and I have some thoughts about the alien res tower thing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm, one fade could take out all those turrets...and the res tower. I see no problem in this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--The 0range MarinE! <2>+Jun 8 2003, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The 0range MarinE! <2> @ Jun 8 2003, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Erm, one fade could take out all those turrets...and the res tower. I see no problem in this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not to mention a gorge. Whats the matter with gorges taking out RTs with their mega-bilebomb anyway? Too impractical and dangerous? I thought the gorge was turned into a base leveler just to combat electrified buildings. And the electrified RT costs 35 RP. Thats a big price to pay if only one protected gorge can take it out. If he has redemption/cloaking, he might not even need protection. All I've heard is how super-weak skulks are at taking out buildings, but maybe they weren't even meant to? Maybe its the gorges job now? Especially since multiple gorges have been made viable.
Maybe the devs didn't want the gorge to be played by p*ssies who just hide deep in the hive area inside their WOLs waiting resources for onos. Maybe they should be in the front with other aliens taking out outposts.
Personally, I trust the testers and the dev team. I have faith that this has all been discussed and adjusted and playtested to death, and have no motivation to discuss these kinds of things redundantly. I suspect this kind of discussion just annoys the testers and dev team. I am just going to wait for the release and, even then, if there truly is a problem, I fully expect the community to realize it and the dev team to fix it in due time.
I can understand how you don't wanna 'annoy' the devs.......but who cares about annoying the PTs?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
if they don't wanna see it they can just skip the thread :x
here's an idea for stomp: it paralyzes marines, and they can still fire, but they have horrible accuracy. Think of trying to fire in a straight line while you are being punched by people from all sides. You can still hold down the trigger, but you're going to have a really hard time aiming.
But anyway about the 1.1p; they broke a big FAQ rule which was "no gasmasks." Weren't lerk spores corrosive, not poison? Keep it the way it is, darnit. Spore was already weakened (1-hive ability) and HA blocks 95% of damage anyway.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Keep it the way it is, darnit. Spore was already weakened (1-hive ability) and HA blocks 95% of damage anyway.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think they should increase the heavy armor cost by three to balance this. Heavies are supposed to be the tanks of the marines, just like the onos of the aliens. I dont want some weak **** lerk flying over my head when I have four heavies with me and he keeps on gassing us! I like it the way it is, let the big guys fight with the big guys, and the little people fight with the little people.
And by all means, let the onos charge the small marines, lets see some people run for their lives in this game!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--The 0range MarinE! <2>+Jun 8 2003, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The 0range MarinE! <2> @ Jun 8 2003, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe, possiblely, they could do something about the res kills thing.
Ya'll know how the TF has range to build turrets...dur. Well maybe we can put a smaller green circle on ALL of the marines, so its only about eight feet away. If there is no solider within this radius, you get no res for that kill. If there is, you do. That way you would almost always see two marines running around, together. And maybe only if there are two other marines in this little circle, that you get res for that kill. That would force the marines to move in teams of three (hence, encourging teamwork) to get res. No longer could a rambo kill the whole alien team, and keep getting res. This might actually work if it could be put into place...and I have some thoughts about the alien res tower thing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm, one fade could take out all those turrets...and the res tower. I see no problem in this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I like the idea of making marines be in groups to get res for kills.
argh this is what I saw in the beta forum <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (Necro- @ Jun 8 2003, 01:25 AM) taking out elec rt's is impossible now, a skulk can take 3 bites before he does, thats not even 1 "bar" it would take like a milennia to kill 1 res node!
and since the marines always can electrify a node, as soon as they get a node, it's gone until we get oni. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude all you need is better teamwork. 2 or so skulks and a gorge or 2. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
BUT NOW ITS HARDER FOR TEAMS TO EVEN TAKE THEM OUT!!
I am forseeing a little bit of real challenges for aliens, now that their res economy is superslow and they can't GET new RTs until they have 100 res (onos)!
<!--QuoteBegin--Windelkron+Jun 8 2003, 04:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 8 2003, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am forseeing a little bit of real challenges for aliens, now that their res economy is superslow and they can't GET new RTs until they have 100 res (onos)! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Windelkron, how did you arrive at the conclusion that only an onos will have a chance of taking down an electrified node? Flayra said that the increase in electricity damage was to keep level 1 aliens from taking it down. That is the intent, that the aliens need more than skulks to do this, and at 40 res to do it, (or is it 35 now?) it ought to be someone tough for a couple of passing skulks to take out.
"they can't GET new RTs until they have 100 res (onos)!"?
What's to stop them from expanding faster than the marines, especially with lower cost RT's? What's to stop them from taking down RT's before they're electrified? What's to stop them from exploiting the marines' lack of resources after spending so much on electrifying them?
Sure, these won't always work, but my point is that it isn't as dramatically hopeless as the above statement makes it sound.
Marines will run off, <i>alone</i> (get that through your head! its only one word! you can do it!) with a costly HMG, kill some skulks/gorge and maybe a lerk and pay for the HMG by the time the marine dies; maybe two HMGs. - A marine with HA/HMG/Pistol/MT/3 weapon/3 armor and full ammo for weapons carried becomes the ultimate alien hunter. Immune to lerk spores, high armor makes them very difficult to kill, tighter firing cone lets the marine attack enemies at farther ranges with more success, and more damage increases success of surving a melee attack.
- Aliens shouldn't need to work together to take out a eRT. If anything the RT being killed is punishment for the marines for not better defending it. Unless the skulks have higher HP or Armor i dont see how two cooperating skulks can kill the eRT. A job for a lerk, if i ever saw one. No alien player likes to fear for his/her life. Keep it that way. (Abusive/stupid admins could kick/ban a player for "giving marines res")
By the time you meet a marine with all those upgrades, you'd have at least half the team onos so no worries. Besides, if you let the marine team get that much res, you pretty much lost the game anyway.
someone tried to throw up the hive in sat comm, and the electrified res node in there almost killed the hive and alerted the marines. IMO, that should not happen.
I don't know what is going through Flayra's mind, but it seems that he's taking the electrified thing a little too far. Increasing the 30dmg/whatever? Thats alot more that even turrets.
As some people said before: reduce elec. dmg, or give a tradeoff i.e. less hp for the electric node (maybe 1/2?)
<!--QuoteBegin--Mythr1l+Jun 8 2003, 05:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ Jun 8 2003, 05:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> oooh this marine kills to res thing looks awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
finnally maybe comms will stop moaning at me for going off and slaughtering the alien team and not building their stupid arms lab which someone without good aim could do. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Amen!
Spores no longer affecting HA: I agree with this for the most part. HA marines are much less fearsome than the aliens top tech (Onos) and therefore I don't mind seeing a small bonus thrown their way. Also, Lerks gain much more supportive abilities (umbra and primal scream) at the later stages of the game, meaning that rather than attacking the marines (through spikes and spores) they should be playing a more supportive role anyway.
Uber-elctrified buildings: I personally think that this is great for most pub games. One of the main problems I saw marines having on pubs in 1.0x was their inability to control any part of the map. Turret farming res nodes has been proven to be ineffective (because they cost too much res, and savvy alien players would get through them anyway), and relying on your pub marines to defend your nodes was generally a losing battle. With the introduction of electrified RTs, I think we'll see the marines actually be able to control their fair share of the map in pubs. Considering that these nodes take a total of 35 RPs combined with a 2 minute wait, they do take a significant amount of time to pay for themselves. It's not as if plopping down a few res nodes means you suddenly can outfit your entire marine squad with HA/HMG.
Resources for marine kills: This is quickly turning into one of the major debates for 1.1. I really don't see this as encouraging ramboing on pubs considering that the resources go into the team's pool. Since everyone apparently detests ramboing (and it seems there is almost always a couple of rambos on every server), one way you could look at this is that the rambo isn't hurting you as badly by ignoring your comm because he at least provides a bit of a boost to your resource pool. As for clan play, why wouldn't I love this? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
I love the way we all start bawling every time a changelog is released, without having played the game ourselves.
finnally maybe comms will stop moaning at me for going off and slaughtering the alien team and not building their stupid arms lab which someone without good aim could do.
j/k
no but really, if the comm wants you to build, you build.
I believe that what Flayra meant by groups of hive 1 aliens taking them out, was not that groups where bad, but that it should be higher alien lifeforms that are talking them out, not just skulks/gorges
So far it seams a lot closer to than you would think, though i belive it is inevitable that more tweaks will occur
Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. Aliens have OC's to defend their cheap useless resource nodes, yes, but marines also have turrets. I think making the electrified node too viable is a bad thing. It should be a nice possibility, a nice slow down for the aliens, but hell no it should not be viable, as I see it coming.
Like the ha is immune to spores
Like the onos weapons being re-arranged
Like electric res nodes being more powerful, the marines are supposed to be very good at holding onto areas, and this gives their nodes some much needed defence.
like removing the health upgrade (though i would have prefered the phase upgrade removed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
slightly longer res harvesting is nice, hopefully make the game longer.
Ya'll know how the TF has range to build turrets...dur. Well maybe we can put a smaller green circle on ALL of the marines, so its only about eight feet away. If there is no solider within this radius, you get no res for that kill. If there is, you do. That way you would almost always see two marines running around, together. And maybe only if there are two other marines in this little circle, that you get res for that kill. That would force the marines to move in teams of three (hence, encourging teamwork) to get res. No longer could a rambo kill the whole alien team, and keep getting res. This might actually work if it could be put into place...and I have some thoughts about the alien res tower thing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm, one fade could take out all those turrets...and the res tower. I see no problem in this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Not to mention a gorge. Whats the matter with gorges taking out RTs with their mega-bilebomb anyway? Too impractical and dangerous? I thought the gorge was turned into a base leveler just to combat electrified buildings. And the electrified RT costs 35 RP. Thats a big price to pay if only one protected gorge can take it out. If he has redemption/cloaking, he might not even need protection. All I've heard is how super-weak skulks are at taking out buildings, but maybe they weren't even meant to? Maybe its the gorges job now? Especially since multiple gorges have been made viable.
Maybe the devs didn't want the gorge to be played by p*ssies who just hide deep in the hive area inside their WOLs waiting resources for onos. Maybe they should be in the front with other aliens taking out outposts.
if they don't wanna see it they can just skip the thread :x
But anyway about the 1.1p; they broke a big FAQ rule which was "no gasmasks." Weren't lerk spores corrosive, not poison? Keep it the way it is, darnit. Spore was already weakened (1-hive ability) and HA blocks 95% of damage anyway.
I think they should increase the heavy armor cost by three to balance this. Heavies are supposed to be the tanks of the marines, just like the onos of the aliens. I dont want some weak **** lerk flying over my head when I have four heavies with me and he keeps on gassing us! I like it the way it is, let the big guys fight with the big guys, and the little people fight with the little people.
And by all means, let the onos charge the small marines, lets see some people run for their lives in this game!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ya'll know how the TF has range to build turrets...dur. Well maybe we can put a smaller green circle on ALL of the marines, so its only about eight feet away. If there is no solider within this radius, you get no res for that kill. If there is, you do. That way you would almost always see two marines running around, together. And maybe only if there are two other marines in this little circle, that you get res for that kill. That would force the marines to move in teams of three (hence, encourging teamwork) to get res. No longer could a rambo kill the whole alien team, and keep getting res. This might actually work if it could be put into place...and I have some thoughts about the alien res tower thing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Electricity should just slow things down, not DISABLE things. Marines now can put up a res node, give it electricity and put up some turrets. There you have a small fortress never to be destroyed before onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm, one fade could take out all those turrets...and the res tower. I see no problem in this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I like the idea of making marines be in groups to get res for kills.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (Necro- @ Jun 8 2003, 01:25 AM)
taking out elec rt's is impossible now, a skulk can take 3 bites before he does, thats not even 1 "bar" it would take like a milennia to kill 1 res node!
and since the marines always can electrify a node, as soon as they get a node, it's gone until we get oni. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude all you need is better teamwork. 2 or so skulks and a gorge or 2. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
BUT NOW ITS HARDER FOR TEAMS TO EVEN TAKE THEM OUT!!
I am forseeing a little bit of real challenges for aliens, now that their res economy is superslow and they can't GET new RTs until they have 100 res (onos)!
Windelkron, how did you arrive at the conclusion that only an onos will have a chance of taking down an electrified node? Flayra said that the increase in electricity damage was to keep level 1 aliens from taking it down. That is the intent, that the aliens need more than skulks to do this, and at 40 res to do it, (or is it 35 now?) it ought to be someone tough for a couple of passing skulks to take out.
"they can't GET new RTs until they have 100 res (onos)!"?
What's to stop them from expanding faster than the marines, especially with lower cost RT's? What's to stop them from taking down RT's before they're electrified? What's to stop them from exploiting the marines' lack of resources after spending so much on electrifying them?
Sure, these won't always work, but my point is that it isn't as dramatically hopeless as the above statement makes it sound.
Twilight
- A marine with HA/HMG/Pistol/MT/3 weapon/3 armor and full ammo for weapons carried becomes the ultimate alien hunter. Immune to lerk spores, high armor makes them very difficult to kill, tighter firing cone lets the marine attack enemies at farther ranges with more success, and more damage increases success of surving a melee attack.
- Aliens shouldn't need to work together to take out a eRT. If anything the RT being killed is punishment for the marines for not better defending it. Unless the skulks have higher HP or Armor i dont see how two cooperating skulks can kill the eRT. A job for a lerk, if i ever saw one. No alien player likes to fear for his/her life. Keep it that way. (Abusive/stupid admins could kick/ban a player for "giving marines res")
everything else is reasonable.
We've played with electrification, it works, for both teams, it is good, it has stayed.
Anything that doesn't work is taken out. Understand the logical progression of playtesting.
*clink*
Drops 2 cents in the bucket
/me goes back enjoying my Triscuit crackers and Orange soda.
someone tried to throw up the hive in sat comm, and the electrified res node in there almost killed the hive and alerted the marines. IMO, that should not happen.
I don't know what is going through Flayra's mind, but it seems that he's taking the electrified thing a little too far. Increasing the 30dmg/whatever? Thats alot more that even turrets.
As some people said before: reduce elec. dmg, or give a tradeoff i.e. less hp for the electric node (maybe 1/2?)
finnally maybe comms will stop moaning at me for going off and slaughtering the alien team and not building their stupid arms lab which someone without good aim could do. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Amen!
Spores no longer affecting HA:
I agree with this for the most part. HA marines are much less fearsome than the aliens top tech (Onos) and therefore I don't mind seeing a small bonus thrown their way. Also, Lerks gain much more supportive abilities (umbra and primal scream) at the later stages of the game, meaning that rather than attacking the marines (through spikes and spores) they should be playing a more supportive role anyway.
Uber-elctrified buildings:
I personally think that this is great for most pub games. One of the main problems I saw marines having on pubs in 1.0x was their inability to control any part of the map. Turret farming res nodes has been proven to be ineffective (because they cost too much res, and savvy alien players would get through them anyway), and relying on your pub marines to defend your nodes was generally a losing battle. With the introduction of electrified RTs, I think we'll see the marines actually be able to control their fair share of the map in pubs. Considering that these nodes take a total of 35 RPs combined with a 2 minute wait, they do take a significant amount of time to pay for themselves. It's not as if plopping down a few res nodes means you suddenly can outfit your entire marine squad with HA/HMG.
Resources for marine kills:
This is quickly turning into one of the major debates for 1.1. I really don't see this as encouraging ramboing on pubs considering that the resources go into the team's pool. Since everyone apparently detests ramboing (and it seems there is almost always a couple of rambos on every server), one way you could look at this is that the rambo isn't hurting you as badly by ignoring your comm because he at least provides a bit of a boost to your resource pool. As for clan play, why wouldn't I love this? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->