Weapon Costs
Jayaris
Join Date: 2012-03-24 Member: 149321Members
<div class="IPBDescription">Am I the only one who thinks they should be cheaper?</div>Shotgun : 20 PRes (10 TRes)
GL : 25 PRes (15 TRes, AA Required)
Flamethrower : 30 PRes (20 TRes, AA Required)
I think they should all be reduced by 5 PRes (15, 20, 25) maybe even 20 for the Flamethrower, I understand the need for the TRes cost to increase for each weapon - But, when it comes down to a Marine purchasing the equipment he has to weigh things out.
I think the cost differentials between each 'tier' are fine, but the starting cost of 20 PRes for a Shotgun just seems steep to me.
And I know :
Weapons can be picked up by other people.
You shouldn't be dying.
But, there's a lot of times where death can't be avoided and there isn't someone standing behind you ready to pick it up and bring it back to you.
I'm just running out of cash a lot and struggling to see why a Welder appears to be the only thing appropriately priced.
GL : 25 PRes (15 TRes, AA Required)
Flamethrower : 30 PRes (20 TRes, AA Required)
I think they should all be reduced by 5 PRes (15, 20, 25) maybe even 20 for the Flamethrower, I understand the need for the TRes cost to increase for each weapon - But, when it comes down to a Marine purchasing the equipment he has to weigh things out.
I think the cost differentials between each 'tier' are fine, but the starting cost of 20 PRes for a Shotgun just seems steep to me.
And I know :
Weapons can be picked up by other people.
You shouldn't be dying.
But, there's a lot of times where death can't be avoided and there isn't someone standing behind you ready to pick it up and bring it back to you.
I'm just running out of cash a lot and struggling to see why a Welder appears to be the only thing appropriately priced.
Comments
I would sort of agree with this. Its clear loss in long range combat ability for a marine makes it less situational compared to flamers and grenades.
The spread is so large in b209 that you miss pellets, even point blank. It's asinine.
(weapon costs definitely do not need to be lowered)
(weapon costs definitely do not need to be lowered)<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree with sentiment for longer early game. Pacing is kinda rushed.
To solve gl/shotty rush though you need to revert AA back to 30 res so that its an actual tradeoff getting that early AA.
(weapon costs definitely do not need to be lowered)<!--QuoteEnd--></div><!--QuoteEEnd-->
Starting pres will be changed soon (hopefully). I've been trying to get it changed for a while due to the Lerk's role and how fast games are shooting into the mid-game techs.
I also don't see what's so great about Basic Marine vs. Leap Carapace Skulk.
I also don't see what's so great about Basic Marine vs. Leap Carapace Skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think most of us are talking about vanilla skulk vs marine being great fun. There are pacing issues on the alien side of this too as you've pointed out.
I dont see it used much on a map as it has not real stopping power (used if lerks are pestering a base with spores)
Shottie I think is under priced as is the GL in comparison, both could go up by 10 res IMO.
Jp's are also too cheap...but mainly due to the lack of alien counter, really should be atleast 15 res per JP.
Sure sometimes you may lose that shotgun, but other times your team mates can pick it up so your team doesn't lose the res despite your death.
Aliens always lose their upgrades which cost 30+ Res as a minimum (gorge is not combat so ignored).
GL : 25 PRes (15 TRes, AA Required)
Flamethrower : 30 PRes (20 TRes, AA Required)
I think they should all be reduced by 5 PRes (15, 20, 25) maybe even 20 for the Flamethrower, I understand the need for the TRes cost to increase for each weapon - But, when it comes down to a Marine purchasing the equipment he has to weigh things out.
I think the cost differentials between each 'tier' are fine, but the starting cost of 20 PRes for a Shotgun just seems steep to me.
And I know :
Weapons can be picked up by other people.
You shouldn't be dying.
But, there's a lot of times where death can't be avoided and there isn't someone standing behind you ready to pick it up and bring it back to you.
I'm just running out of cash a lot and struggling to see why a Welder appears to be the only thing appropriately priced.<!--QuoteEnd--></div><!--QuoteEEnd-->
FT needs to be anti-structure or completely scrapped and honestly it should be a utility weapon like the welder. you probably werent around when the FT was a lightsaber, instantly killing every lifeform on the map....
LMG = all-rounder
SG = high damage fast delivered and anti lifeform
GL = anti structure
FT = debuff (energy, etc.), area denial, infestion killer no.1
LMG = all-rounder
SG = high damage fast delivered and anti lifeform
GL = anti structure
FT = debuff (energy, etc.), area denial, infestion killer no.1<!--QuoteEnd--></div><!--QuoteEEnd-->
despite that i think 20 p.res is too cheap :)
If 20 PRes is too cheap for a minimal combat boost, then shouldn't you increase the PRes limit to 200 and double all the Lifeform costs?
Why is the efficiency of PRes so disparate between the two races?
The shotgun is a pretty potent anti-skulk weapon, so I do like it even when lerks/fades aren't on the field. Also, what I usually see early game is people spending their res on mines until fades come out, rather than weapons.
Flamer: I think flamer will be fine as a DoT weapon with infestation clearing qualities. But the DoT needs to have POWER, like, set a skulk with cara on fire and he burns in 10 seconds to 10hp or so.
Perhaps adding a timer to it in a draining clockwise fashion like the alien energy circle would be good as well, adding additional readability so things don't just disappear.
Would be much more useful than roosting.