Catpacks - Adjustments

SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<div class="IPBDescription">give them more sense</div> Catpacks are unused and not worth the Res. In most games there even aren´t researched anymore (so handgrenades aren´t) and no commander want´s to waste 4 Res only for a funky sound. BLINGGGgggg....

<span style='font-size:14pt;line-height:100%'>Make them useful!</span>

I want to list now some tweaks that should be done and a description why they are necessary:

<b>- lower costs to 3:</b>

Compared to the affects of the catpack, it isn´t worth 4 Resources. it´s better to drop 2 Medpacks or 4 Ammopacks to support a marine. 4 Res for nearly nothing is a pain in the ****.

<b>- give marines a small spore resistance</b>

Every marine during the catpack effect should be more resistant against spores, meaning that they take less damage from them (1/2?). Why? Because a commander has no possibilies to support a marine directly when he gets spored (only with welders and medspam).
As counter against spores still remains the HA, but the catpacks would help a little bit in early games (you would be able to drop catpacks when the first lerks would appear)
Spore resistance is only a small tweak and wouldn´t change gameplay to much, because the comm still needs to drop medpacks.

<b>- increase build speed</b>

This one is really discussable, cause it can change gameplay dramatically. But increasing the build speed would just be a logical effect, isn´t it. And it would make the catpack more usefull.

<b>- decrease reload time</b>

no more to say about this, cause you already discussed this topic 1000 times.
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Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited July 2004
    Can't say I like the idea of increased build speed. Marines don't need to be better at sneaking phases outside a hive with one person than they already are.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    How about instead of increased build speed the marine gets increased damage resistance? All damage done to the marine is havled for those 8 seconds.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Hmm. Catpacks lower max hp to 70 hp, should last forever until you die, gains ability to bhop forward and backwards and marine loses ability to pick up meds, but can be welded and healed by pressing use on armory.

    and reload actually reloads faster.
    hows that for some fun adjustments
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Schimmel+Jul 22 2004, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Jul 22 2004, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Catpacks are unused and not worth the Res. In most games there even aren´t researched anymore (so handgrenades aren´t) and no commander want´s to waste 4 Res only for a funky sound. BLINGGGgggg....

    <span style='font-size:14pt;line-height:100%'>Make them useful!</span>

    I want to list now some tweaks that should be done and a description why they are necessary:

    <b>- lower costs to 3:</b>

    Compared to the affects of the catpack, it isn´t worth 4 Resources. it´s better to drop 2 Medpacks or 4 Ammopacks to support a marine. 4 Res for nearly nothing is a pain in the ****.

    <b>- give marines a small spore resistance</b>

    Every marine during the catpack effect should be more resistant against spores, meaning that they take less damage from them (1/2?). Why? Because a commander has no possibilies to support a marine directly when he gets spored (only with welders and medspam).
    As counter against spores still remains the HA, but the catpacks would help a little bit in early games (you would be able to drop catpacks when the first lerks would appear)
    Spore resistance is only a small tweak and wouldn´t change gameplay to much, because the comm still needs to drop medpacks.

    <b>- increase build speed</b>

    This one is really discussable, cause it can change gameplay dramatically. But increasing the build speed would just be a logical effect, isn´t it. And it would make the catpack more usefull.

    <b>- decrease reload time</b>

    no more to say about this, cause you already discussed this topic 1000 times. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lowered costs = yes

    Spore resistance = nah

    Increased build speed = good idea

    Decrease reload time = Not gonna happen unless someone makes animations that are approx 1/4 faster
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    <!--QuoteBegin-Insomnia+Jul 22 2004, 04:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insomnia @ Jul 22 2004, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm. Catpacks lower max hp to 70 hp, should last forever until you die, gains ability to bhop forward and backwards and marine loses ability to pick up meds, but can be welded and healed by pressing use on armory.

    and reload actually reloads faster.
    hows that for some fun adjustments <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can already bhop with cat packs if you're holding nothing heavier than an LMG/pistol.
  • TassadarTassadar Join Date: 2003-04-26 Member: 15845Members
    <!--QuoteBegin-"|ds|meatshield"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("|ds|meatshield")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about instead of increased build speed the marine gets increased damage resistance? All damage done to the marine is havled for those 8 seconds. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not good! Catpacks are here to provide rapid firepower and a faster movement. Just switch the Upgrade itself to the Armory and make it cheaper (about 12 ress) and decrease the required ress to drop one to 2, ahhh and dont forget they should drain health over a certain period of time (like the Stimpacks in StarCraft <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->)
    After the Standard (light armor + lmg) marine gets nerfed Catpacks should be a earlygame <b>must</b>.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    How about catpacks like grenade upgrade. Once it's done all marines get a catpack item in slot 4 which they can activate... Might make it actually worth upgrading.
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    I couldn't believe cat packs didn't affect reload times in the first place.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--QuoteBegin-SmoodCroozn+Jul 23 2004, 01:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 23 2004, 01:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about catpacks like grenade upgrade. Once it's done all marines get a catpack item in slot 4 which they can activate... Might make it actually worth upgrading. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    one of the best ideas I heard about the catpacks problem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    I like it! But therefor we have to increase the research cost (30 - 40) and adjust the time you need for researching.

    Maybe 40 seconds and researchable in the armory. (so you still can do normal upgrades in arms lab)
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin-|ds|meatshield+Jul 22 2004, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 22 2004, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about instead of increased build speed the marine gets increased damage resistance? All damage done to the marine is havled for those 8 seconds. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    wow thats even more effective then armour!

    = bad.

    also the build time is good now, lots of marines can build a pg in no time less then 5 secs.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    hehehehe


    yesssss

    speed up reload......


    hehehehe

    pardon me as I destroy your base with my GL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    yes, it makes sense, and would be nice, it also seems sort of a scary thought with weapons like the GL (and posibly shotty)
  • Bait_BoyBait_Boy Join Date: 2004-05-14 Member: 28672Members
    <!--QuoteBegin-SinSpawn+Jul 23 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Jul 23 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-|ds|meatshield+Jul 22 2004, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 22 2004, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about instead of increased build speed the marine gets increased damage resistance?  All damage done to the marine is havled for those 8 seconds. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    wow thats even more effective then armour!

    = bad.

    also the build time is good now, lots of marines can build a pg in no time less then 5 secs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah but its only 8 seconds, while armor lasts a whole spawn
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    Spam them and the marine can last forever...

    It really doesn't make sense of firing faster...

    Whether you are drunk or sober, holding down a finger on a gun will fire at the same rate...

    BUT then again gameplay > realism <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    it´s TEH NANITES!
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <b>- give marines a small spore resistance</b>
    You CAN use Meds +welders, so where is the problem?

    <b>- increase build speed</b>

    like that, it would give new tactical possibilitys.

    <b>- decrease reload time</b>
    oh yes, pls

    Of course the higher fire-rate should be taken out, so that the costs fit (I prefer 2 res).

    And btw. pls take Handgranades out of the game, they are worthless and doesnt add anything new and interesting to the game. Better Nades would only unbalance the game more
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hmm, topic is about giving the catpacks more sense. So, thats why I suggested it. You can use medpacks, thats right. But as commander you can´t directly weld your marine. The marine still would take damage, but only half of it and during battle you dont have the time to weld the whole time.

    And most pubbers dont use a welder on a light marine.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But as commander you can´t directly weld your marine.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You cannot build something as a comm too ^^ <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marine still would take damage, but only half of it and during battle you dont have the time to weld the whole time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The risk would be that the lerk becomes a much less effective counter against rines in a siege position

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And most pubbers dont use a welder on a light marine.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thats a complete different problem and has not much to do with this "problem" imo.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    I'd just like to see the catpacks in Slot 4, activable anytime you want. Once researched, you'd spawn with one. If you already have a catpack when you tried to pick another, it would activate automatically. And activating the catpack from slot 4 would take time, just like grenade (but less time of course).

    As for the decreased reload time: no. No. NOOOOOOES!! GL spam is already soo, soo horrible for those poor little skulks and gorges <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Decrease reload time = Not gonna happen unless someone makes animations that are approx 1/4 faster <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    What happened to the original ns dev modellers/artists. I'm guessing they all left. So this means ns is without any. That's kinda disappointing.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    edited July 2004
    Rather than decrease the reolad time, why not temporarily double your ammo clip. In other words, either:

    Make each round worth two shots (value is rounded up after the catpack wears off so you won't have 35.5 bullets left)

    or

    Allow you eat into your reserve (unloaded) ammo even after you empty your clip
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited July 2004
    <!--QuoteBegin-Demented+Jul 23 2004, 09:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demented @ Jul 23 2004, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rather than decrease the reolad time, why not temporarily double your ammo clip. In other words, either:

    Make each round worth two shots (value is rounded up after the catpack wears off so you won't have 35.5 bullets left)

    Allow you eat into your reserve (unloaded) ammo even after you empty your clip <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    this + GL = GG
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    I THink increasd damage absortion is a good idea, the marine is drugged with catalysts anyway
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    <!--QuoteBegin-NEO_Phyte+Jul 23 2004, 10:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO_Phyte @ Jul 23 2004, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Demented+Jul 23 2004, 09:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demented @ Jul 23 2004, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rather than decrease the reolad time, why not temporarily double your ammo clip. In other words, either:

    Make each round worth two shots (value is rounded up after the catpack wears off so you won't have 35.5 bullets left)

    Allow you eat into your reserve (unloaded) ammo even after you empty your clip <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    this + GL = GG <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True... Don't make it work on GLs?
  • bigjanginbigjangin Join Date: 2002-11-01 Member: 2090Members
    catpacks are fine, although decreased reloading time would help a lot in combat(why get a catpack after a kill, when its usually time to reload?)

    I think that 4 res is fine, they are powerful, but most commanders dont use them. A shotgun rush with catpacks = dead hive in about 2 seconds flat. Catpacks are very good, but a lot of comms just plain suck and stick to the same old crap like trying to put turrets at marine start and all the hives. Catpacks only cost 20 res, research very fast, and make for some hive own and alien ownage. Fades and especially onos drop like crazy against catpack'ed marines, especially since they usually dont expect it.

    Honestly, how many of you have had a good comm that actually used catpacks effectively?
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Catpacks are very useful in classic. They are now the second thing I get on the arms lab (after armor 1, but before guns 1), if you want I can explain why.

    Now, on the arms lab, everyone knows you get armor 1 first because it lets marines take an extra hit from skulks, lerks and fades. But the gun upgrades don't help marines against skulks because of the low life of skulks (70/10) and the low increase in damage delt by the lmg (each upgrade of guns adds 1 point of damage). So why do people still get gun upgrades? As insurance against fades. But catpacks are better insurace, and they work against skulks, the only downside is that they cost res to use. However, the cost of a catpack is less then many would think. A catpacked marine can often avoid getting hit since they run almost as fast as skulks. As such, you are saving 4 res in medkits. Also, the kill a marine gets pays for most of the cost of the catpack (1-3 res for kill). Res for kills is one reason why the catpack costs 4. If it costs less then it is too easy to break. An unupgraded marine that is catpacked can easily kill an unupgraded skulk and if res for kills pays for the catpack then the conflict didn't cost the marine economy anything.

    As for catpacks in co, they are much less useful. First off, you get them after the fight is over, when the only effect you can make use of is the increased movement speed. Catpacks would be better if you got them when you could "see" an alien, just like the old beta test scans.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-Insomnia+Jul 22 2004, 10:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insomnia @ Jul 22 2004, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm. Catpacks lower max hp to 70 hp, should last forever until you die, gains ability to bhop forward and backwards and marine loses ability to pick up meds, but can be welded and healed by pressing use on armory.

    and reload actually reloads faster.
    hows that for some fun adjustments <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    would be cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    nice ideas here!

    To not influence the marines "economy", it would be just a logical deduction to increase the damage absorbtion when a marine is drugged. This would increase the posibility that the marine would kill the enemy and the commander used his 4 Res with sense.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    nice ideas here!

    To not influence the marines "economy", it would be just a logical deduction to increase the damage absorbtion when a marine is drugged. This would increase the posibility that the marine would kill the enemy and the commander used his 4 Res with sense.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    I think Catpaks in Classic are fine. They are great at killing a hive. Just cat your marines and they make short work of everything. But they suck in combat. I propose to make cat paks permanent in combat and having weapol lvl 3 as a prerequisite. This would boost the marines agains onos and fades and therefore giving them a better chance in combat (so maybe they win from time to time). And with lvl3 weapons required you couldn´t have a cat paked marine with anythig better than a lmg before lvl 5 and that would be about the time the first carpaced fades show up.
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    catpacks in combat should be given when you start firing, buth they should be on a timer like resupply, with longer intervals at higher levels.
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