Reduce the Value of Power Nodes as a Target

Kama_BlueKama_Blue Join Date: 2012-03-13 Member: 148710Members
<div class="IPBDescription">make them bonuses, not automatic-wins</div>One of the biggest problems i've seen between aliens and marines. Is that aliens can simply jump into a base, kill the power node and win the game. It takes barely any time to kill in comparison to all the other things it's making work, and simply put makes it feel like there's no value in targeting IPs or Armories/ect.


In my opinion, A single armory, and a Single IP should automatically work on emergency power. Possibly even 2 Ips.

This i feel would take far less emphasis off taking down that silly power node, and more on actually killing things in the base.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Hmm, how about if all buildings will return to function after auxiliary power kicks in (still completely disabled during blackout), but are exposed to being disabled temporarily when hit by alien attacks? Something like Bile Bomb would be very good for this scenario, as it can continuously disable turrets w/ the DPS it deals.

    Also, perhaps building energy will not regenerate without an active Power Node, so the Comm. would have to choose carefully what abilities he uses.

    The rebuild time on the Power Node can then be tweaked accordingly... right now the advantage can be nullified with a single Marine and 5 seconds of holding E on a broken node.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Attacking power nodes is pointless atm as an alien, a single marine can fix it in a tenth of the time you will waste biting it.
  • Kama_BlueKama_Blue Join Date: 2012-03-13 Member: 148710Members
    <!--quoteo(post=1914547:date=Mar 18 2012, 02:41 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Mar 18 2012, 02:41 AM) <a href="index.php?act=findpost&pid=1914547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Attacking power nodes is pointless atm as an alien, a single marine can fix it in a tenth of the time you will waste biting it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is, unless you're attacking the marine base.

    Where biting the power node in a full scale assault is effectively equivalent to biting all of the infantry portals, the armory and each and every single one of the turrets.

    Even if it's temporary, it's still disabling your base and completely circumventing the requirement of DESTROYING the base. Just bite the node then bite the CC, game over.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1914554:date=Mar 18 2012, 06:08 AM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 18 2012, 06:08 AM) <a href="index.php?act=findpost&pid=1914554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is, unless you're attacking the marine base.

    Where biting the power node in a full scale assault is effectively equivalent to biting all of the infantry portals, the armory and each and every single one of the turrets.

    Even if it's temporary, it's still disabling your base and completely circumventing the requirement of DESTROYING the base. Just bite the node then bite the CC, game over.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Except the marines will always repair it immediately. Only thing that can drop the power nodes quickly is an onos, and with an onos you may aswell just go for the IPs.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    Hence why I feel that power node repair is a bit screwy, and should work differently.

    Repair is possible at all times, but takes like 10x as long as it currently does to repair. When destroyed, it still takes 5x as long as normal to rebuild, until emergency power returns (where to rebuild from scratch is about the normal time)

    Welder tool cuts the time to repair/rebuild in half however.

    So, Take power out, it still takes a while to rebuild till emergency power returns.

    Oh, and having everything running at half power, say, with emergency power, would be cool (but also have the power node killable really fast again once emergency power is up, like 10% of normal health)
    Half power would mean everything runs at about half power. Like command station and observetories get 50% energy regen, IPs will take twice as long to respawn, Res tower 50% gather rate, PG would flicker every 3 seconds, (losing connection for 3 seconds, then regaining it.) Armery gets half the heal tick rate, all research takes 2x as long, basically a half to all functionality of all units.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    I don't think the power nodes need a nerf. Most of the time they are not even a viaable target and it may be the only option to take out a marine forward base. As someone else noted, it is usually USELESS to attack a power node, if you nerf them, it almost makes them obsolete.
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