Untie protolab from AA
Skuggan
Join Date: 2010-03-19 Member: 71017Members
I would like to suggest that protolab would be untied from advanced armory.
EXOs and tier 2 jetpacks should be tied to AA though.
Pros:
Scouting becomes more important for aliens so they can counter an early jetpack rush.
More exciting to spectate a game with more option.
Can be used for map control.
Bring on more pros and cons
EXOs and tier 2 jetpacks should be tied to AA though.
Pros:
Scouting becomes more important for aliens so they can counter an early jetpack rush.
More exciting to spectate a game with more option.
Can be used for map control.
Bring on more pros and cons
Comments
The resource cost to buy a jetpack is of course not set in stone since it begun at 20. And also there will be a big tradeoff since slow jetpacks still will be expensive, just make for diffrent combinations of tactics. If the aliens scout the proto lab they will be able to prepare with more lerks and hydras in the roof.
Slow Jet Packs are not enough to fight the onos and alot of lerks so you will have to move in to tier2 and tier 3 if the game is even.
Currently JP is still pretty much the last thing I'll do with "spare" tRes. Interestingly, I feel that JP marines are most vulnerable to skulks & lerks so getting JP too early should be self correcting in a way. It also might create some additional strain on marine pRes, which might in fact be good for balance.
If you're staring at a basic armoury thinking about jetpacks you're looking at 75 res. Once you've spent that first 20 on the AA you've then got the temptation of GLs for just 15 more. GLs are a hugely powerful strategic option for just 15, so every time I'm at that point I'm going to unlock GLs and once that's done I'm going to capitalise on that investment and to do so does not require JP. Second or third level upgrades are a better choice and we end up back at JP being the last thing you do.
A tricky thing with JP is they seem to increase the effectiveness of really skilled players but weaken those who are less skilled by using up their pRes. Based on that and the 100 res overflow, I'd much rather my marines just spend pRes on GLs & shotguns. As a commander I even sometimes think unlocking JPs will weaken the team. Obviously the map and situation has a big impact. JP is plenty useful on Mineshaft if you're doing stuff in Central Drilling, Ore Extraction or Cave - areas with high ceilings or upper gangways.
Mineshaft is heavily alien sided as it is. Also, you can get lerk easily, I don't think it would be a problem, especially since you are sacraficing upgrades/weapons for early jp.
Playing a few rounds would be nice though