Arms lab
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<div class="IPBDescription">balance upgrade cost on different teamsizes</div>Hello,
I've got this idea regarding the fact, that marines turtleing in marine spawn with 1 res tower are still pretty strong with full upgrades due to their arms lab.
I'd love to see spawning rines cost res depending on their armor level (e.g. AU0=0res - AU3=3res).
The infantry portal needs the option to change the armor level marines are spawning with, thus the comm can easily control the quality of his spawning marines depending on the given situation and current res flow.
The arms lab is still needed to research those armor upgrades before you can choose them at the infantry portal.
This would scale more to different sizes of teams and would also make the marines weaker when they already lost map- and res-control.
I've got this idea regarding the fact, that marines turtleing in marine spawn with 1 res tower are still pretty strong with full upgrades due to their arms lab.
I'd love to see spawning rines cost res depending on their armor level (e.g. AU0=0res - AU3=3res).
The infantry portal needs the option to change the armor level marines are spawning with, thus the comm can easily control the quality of his spawning marines depending on the given situation and current res flow.
The arms lab is still needed to research those armor upgrades before you can choose them at the infantry portal.
This would scale more to different sizes of teams and would also make the marines weaker when they already lost map- and res-control.
Comments
You both don't even comment on the real purpose to add some scaleable balance to the arms lab and make marines weaker at end game turtling in their base with one rt.
Had your RTs chomped? Down to A2 till you get them back up.