Boost Alien Rt Hp
Rapier7
Join Date: 2004-02-05 Member: 26108Members
Countless times on pubs, I see marines mercilessly gutting down the Alien RTs.
It's not fun. It's not fun at all.
In pubs, though map restrictions hinder larger alien teams, there is still a problem of HOLDING the RTs that you can still get.
I think a boost in alien RT hp would do the trick. I don't think this would necessarily change clan play, as only two players get the nearest RTs and that's about it; so it's easy to defend in the first place. But, in pub play, this will help tremendously for poorly organized alien teams. It's bad enough looking through hive view to see that the RT on the opposite side of the map getting slashed, even worse that when you get there, the RT is almost dead, and it was an effort in vain, anyways. So how about boosting the Kharra's resource tower health?
It's not fun. It's not fun at all.
In pubs, though map restrictions hinder larger alien teams, there is still a problem of HOLDING the RTs that you can still get.
I think a boost in alien RT hp would do the trick. I don't think this would necessarily change clan play, as only two players get the nearest RTs and that's about it; so it's easy to defend in the first place. But, in pub play, this will help tremendously for poorly organized alien teams. It's bad enough looking through hive view to see that the RT on the opposite side of the map getting slashed, even worse that when you get there, the RT is almost dead, and it was an effort in vain, anyways. So how about boosting the Kharra's resource tower health?
Comments
But why not add some sort of minor selfdefense mechanism which is natural to all khaara structures? They may be weak but they can defend themselves somewhat...
Nothing like inbuilt grenade launchers or some stuff like that, but just something small and symbolic...nothing more...
Ranged > Melee
(meaning the aliens do often not have a fair chance to guard their res towers, unlike marines)
I think alien RT's should stay weak, but they should be completely silent
skulk needs 80 bites to kill marine rt
they bith atack ate same speed(similar) so hp its ok
I think alien res hp should be upped, maybe 10%, and a gorge should have a new right mouse button menu option to "Sporify" a tower. Basically, for say 10 res, a gorge stands next to a rt, and selects the option from the menu. The upgraded rt now releases spores every second to prevent lone rambos from knifing the twoers away. Marines could still take the towers down with HA, or just med pack spam, or sieges, or gernade launchers, or HMG and lmg fire.
Alien rts cost (effectively) 25 res, have little health and you need at least 3 OCs to defend them from knifage, but that doesn't hold for long as LMG fire kills OCs stupidly fast. Make alien RTs cost less, gorges cost less, or make them have spores as default. Or remove marine knives.
i'd like to see alein rts that release umbra when being damaged
this would aid skulks that rush to defend rts and prevent shooting them form a distance as it would be less effective than knifing
spores would work too but that would encourage shooting rts down even more.
An alien rt takes someone to go gorge, 10 res to go gorge, effort to survive as a gorge enroute/at the rt, and 15 res to put it up.
A marine rt requires a rambo with a use key in the right spot, 15 res, and a second of the comm's attention.
Sounds good to me. The big thing is that we have to balance knifing rts but at the same time balance shooting rts - I've seen teams of rt hunters go around and gun down rts with scary speed.