Make The 2-hive Ability Two Points

coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
edited April 2004 in NS General Discussion
<div class="IPBDescription">combat only :P</div> I think that the two-hive ability should cost two points in combat, since they are very powerful (leap, bilebomb, umbra, metabolize and stomp). The only ability that isnt that useful in combat is bilebomb.

By making the 2 hive ability two points you would make super-skulks, lerks and especially fades much less powerful in combat, which i do think is needed atm. An onos wouldn't be able to have as many upgrades either, so maybe it could be made stronger since an onos pretty much sucks in regular ns now?

Thoughts?

Comments

  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Sounds fine to me.

    By the way, you've never had 3 or so gorges rush the CC, after a fade or two, with bilebomb have you. Works amazingly well.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Not a bad idea at all.

    Btw, you propably meant 'metabolize' when you said 'blink' <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Nah. Instead make the 3rd hive abilities cost 2 points, and then make them actually useful, instead of the mere novelties they are now.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Retales+Apr 7 2004, 09:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Retales @ Apr 7 2004, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not a bad idea at all.

    Btw, you propably meant 'metabolize' when you said 'blink' <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OOps, my bad *edit*

    Thanks for pointing that out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-BobTheJanitor+Apr 7 2004, 10:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Apr 7 2004, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah. Instead make the 3rd hive abilities cost 2 points, and then make them actually useful, instead of the mere novelties they are now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But then we don't solve the onos problem at the same time :(
    (stomp onos in combat... shudder.)

    I say yes.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Yes, let's keep nerfing aliens. Or is the real problem too small of maps for 32 player servers? In small games, marines can sneak / fly past aliens and kill the hive. In large games, the hallways/vents are so crowded that marines must win early or they won't be able to get to the hive.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Dude, nerfing aliens in combat (who are uber uber uber uber overpowered) is hardly a bad thing.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Good to see I disagree with forlorn again. Some of his posts were starting to make sense. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Main combat problems I see:
    1) Too many players for map size. Overcrowding affects balance.
    2) Current, insane spawn system leading to spawn camp issues.

    That's the only real problems I see that are combat specific.
    I don't see that making hive 2 cost 2 points will solve anything.
  • Pi_GiPi_Gi Join Date: 2002-03-16 Member: 324Members
    Not sure how I feel on this one. I tend to play on medium sized servers so 14 players max..that's both sides. And the game seems pretty balanced.

    But...whenever I play on these massive 29 player servers things get a bit intense...and a bit lopsided depending on the level of all the marines and what weapons they took. I tend to think server size and player skill have more to do with balance than ability point costs.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Ahnteis+Apr 7 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Apr 7 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good to see I disagree with forlorn again. Some of his posts were starting to make sense. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Main combat problems I see:
    1) Too many players for map size. Overcrowding affects balance.
    2) Current, insane spawn system leading to spawn camp issues.

    That's the only real problems I see that are combat specific.
    I don't see that making hive 2 cost 2 points will solve anything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Think about it. Regular NS is pretty balanced. And now, let the aliens over-tech and don't let the marines reach the top of their techtree, yay let's call it balanced. GG logic.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Overtech?
    Can you get a 3 upgrade+3 hive onos? *That* is the top of the alien tech tree.

    Yes, you can get a super skulk, but that's how aliens lose.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Inspired idea, will balance combat considerably <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Ahnteis+Apr 8 2004, 01:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Apr 8 2004, 01:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Overtech?
    Can you get a 3 upgrade+3 hive onos? *That* is the top of the alien tech tree.

    Yes, you can get a super skulk, but that's how aliens lose. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, onos, but they suck in co anyway. Lets talk about fades and lerks with a zillion upgrades.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    lerks I don't see as a problem. Fades are an issue, but only because fades are ALWAYS an issue. They need adjusting for completely separate reasons.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Not a bad idea, but it makes having an onos with stomp nearly impossible. Onos are rare enough in combat as it is.

    If this happens though, I'd like to see levels start out at 0, instead of 1. Give the game one more point for people to use. As marines, it hurts too much to get any upgrade that would help the team, since jp/ha take up a large investment in levels.
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    I don't like this idea. It's only a surface answer to a deeper issue, that being the whole way the fade is built. Sure it would somewhat limit the fade (though I've seen plenty of uber fades who don't use meta), but it would just kill the onos.

    Like someone said, you hardly see onos in combat. And on small servers that can really kill the aliens (well, on big servers too). People seem to want to take data from big servers and small servers and interchange them freely, which is just stupid. Combat was designed, and should be balanced for, small games maxing out at around 7v7 or 8v8. And in those games marines are not weak, one jp can easily take out the hive, it actually requires more teamwork on the aliens (gasp) to win small games that go on for a little while.

    Changing the hive 2 ability to be two points would only create more problems while barely "solving" one "problem". I think there needs to be a better answer.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-KaiserRoll+Apr 8 2004, 05:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Apr 8 2004, 05:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not a bad idea, but it makes having an onos with stomp nearly impossible. Onos are rare enough in combat as it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's one of the biggest point, to do so that onii can't grab as many upgrades, an instead give them a big buff, since it's needed, especially in classic.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Correct me if I'm wrong.
    In classic, onos cost a whole lot, and should therefore be hard to take down.
    In combat, onos still cost a lot, but you keep it, and it usually takes quite a while to get them, BUT... They are still hard to take down. Unless the onos sucks or doesn't have stomp, you're going to need a group(team) of marines to kill him, and with multiple onos you're screwed, since you need multiple groups to take them down. And you don't have that much manpower in any normal game.

    This is probably <i>worse </i>in smaller games since then theres even <u>LESS</u> people available for killing onos.
    Anything that nerfs combat onos, which ultimately allows for buffing the onos in health(making it worth the res in classic) is good.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-coris+Apr 7 2004, 06:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Apr 7 2004, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ahnteis+Apr 7 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Apr 7 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good to see I disagree with forlorn again.  Some of his posts were starting to make sense. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Main combat problems I see:
    1)  Too many players for map size.  Overcrowding affects balance.
    2)  Current, insane spawn system leading to spawn camp issues.

    That's the only real problems I see that are combat specific.
    I don't see that making hive 2 cost 2 points will solve anything. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Think about it. Regular NS is pretty balanced. And now, let the aliens over-tech and don't let the marines reach the top of their techtree, yay let's call it balanced. GG logic. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh em gee commando, logic










    That's exactly one of the largest problems with combat, yet people still can't drop the OMG AIELANZ SUX K ideology. They *GASP* are the overpowered side in combat right now. Fixes such as this, which won't affect regular NS play yet change how quickly and at some points unfairly the aliens tech in combat, are very welcome changes.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Maybe tie in the hive abilities with the boost in armour to not make it so much of a nerf. Then you would trade an upgrade for a pointless hive 3 attack but with a slight armour bonus.
Sign In or Register to comment.