Heavy Armor Changes For Combat
Beer_Goggles
Join Date: 2004-04-21 Member: 28067Members, Constellation
<div class="IPBDescription">HA Isn't Very Good in Combat</div> Save for angst, heavy armor sucks in combat. While jetpacks can fly away from most threats, a heavy is meat for anyone, especially onos. Run in, eat a heavy, run out. A jetpack does more damage to aliens than a heavy, simply because heavies can be swarmed and webbed a lot easier than a jetpack. And most of the time, only one or two people get a welder, so after a heavy's armor is gone, it's gone. The time sitting around welding a heavy when you're halfway to the hive can give the aliens enough time to route your attack and kill you. Hell, if your whole team had welders, heavy armor would still pale in comparison to jetpacks.
As such, I suggest three changes to heavy armor that won't effect NS maps (as far as I know):
1. Change heavy armor to 1 point instead of 2. As the game currently is in beta 4, it would probably help the marines quite a bit. If/when combat is balanced, this may be a bit too much and may need to be changed against.
2. Change heavy armor to 1 point instead of 2, but require a marine to get Level 3 Armor before he can get heavy armor, giving heavies an extra 20 armor. While it won't do much, it's better then nothing.
3. Probably the most wild idea of the three and the least likely to be implemented, but, after getting the heavy armor upgrade, having a 'Nanobot/Nanite/Nanoprobes/Self-regenerative Armor,' whatever you want to call it, that acts like resupply or alien regeneration for heavy armor only.
4. A last change that I really don't know if it's a good idea or not, is to change welders to make them more powreful.
In combat, jetpacks are far more versatile and deadly then heavy armor. Ask anyone who plays combat frequently, it's the jetpackers who kill the hive, not a heavy, or even a heavy train, they're just defeated too easily.
As such, I suggest three changes to heavy armor that won't effect NS maps (as far as I know):
1. Change heavy armor to 1 point instead of 2. As the game currently is in beta 4, it would probably help the marines quite a bit. If/when combat is balanced, this may be a bit too much and may need to be changed against.
2. Change heavy armor to 1 point instead of 2, but require a marine to get Level 3 Armor before he can get heavy armor, giving heavies an extra 20 armor. While it won't do much, it's better then nothing.
3. Probably the most wild idea of the three and the least likely to be implemented, but, after getting the heavy armor upgrade, having a 'Nanobot/Nanite/Nanoprobes/Self-regenerative Armor,' whatever you want to call it, that acts like resupply or alien regeneration for heavy armor only.
4. A last change that I really don't know if it's a good idea or not, is to change welders to make them more powreful.
In combat, jetpacks are far more versatile and deadly then heavy armor. Ask anyone who plays combat frequently, it's the jetpackers who kill the hive, not a heavy, or even a heavy train, they're just defeated too easily.
Comments
So..uhh.. you use the wrong forum because it'll get more attention here and that makes it a good reason?
What if everybody in S&I had the same opinion you do? Then this forum would become as filled with crud as the S&I one is.