Boost Alien Rt Hp

Rapier7Rapier7 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?

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited May 2004
    Either that or weaken marine rt. I always feel it takes AGES to bite/swipe down an RT (you bite it halfway, then run out of energy - flustrating), compared to knifing an alien one (effortless).
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    5% boost is fine to me
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Marine RT durability is 75% of the reason they're overpowered currently. Easy to throw up, and it takes the alien team more time to take down.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    what's the alien rt hp again? 2500? make that 4000. and decrease the marine rt hp to 4000.
  • JNighthawkJNighthawk Join Date: 2002-11-11 Member: 8160Members
    bite damage > knife damage. gg.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    You know, marine structures should be much more powerful than the khaara structures...

    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...
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-JNighthawk+Jun 1 2004, 12:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JNighthawk @ Jun 1 2004, 12:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bite damage > knife damage. gg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ranged > Melee

    (meaning the aliens do often not have a fair chance to guard their res towers, unlike marines)
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Overall, it costs more to put up an alien RT than a marine one; yet, marine RTs are more durable and can be recycled. Either give the alien RT more hitpoints, make RTs provide a buff to surrounding aliens, give them a minor defence ability against attacking marines, or reduce the cost of RTs or gorging. (Preferably it would be the first or last suggestion.)
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Yeh maybe a 10-15% increase would give the aliens more time to respond to an attack
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    i'll put my hand up in support of this. Alien RT's go down so quick its not really funny. they cost too much to be constantly rebuilding, and they die too fast to allow a decent response by alien team. either nerf the 'rine RT's HP or boost the aliens one.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    No. The biggest problem's with alien RT's is that they are loud, tell the commander which hive it's at, and marines can tell if a node is capped from two rooms away



    I think alien RT's should stay weak, but they should be completely silent
  • ApocalipsusApocalipsus Join Date: 2003-10-21 Member: 21838Members
    marine needs 83 knife slices to kill a alien rt
    skulk needs 80 bites to kill marine rt
    they bith atack ate same speed(similar) so hp its ok
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    But if the skulk doen't have aderline, they have to take a break half way through just to recharge their energy, so that's not a fair comparison.

    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.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    yea its been suggested before... something to force marines to use their long ranged weapons wont hurt them nearly as bad as electricity does with skulks, lerks and gorges (which is why it costs more <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> ).
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Marine Rts cost 15 res, and have more health than alien ones, can be recyled an electirifed.

    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.
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    instead of adding hp...
    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.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Make it a 10 res upgrade to make a chamber autospore if it is knifed, but keep chamber health at 2500. That way, if a marine has full LMG bullets, he'd spend just about all of them to kill it. Commander then has to spend more res on ammopacks.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Hehehe this is the best way to hurt alien teams - take out their rts.

    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.
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