<!--quoteo(post=1953507:date=Jul 24 2012, 05:40 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jul 24 2012, 05:40 PM) <a href="index.php?act=findpost&pid=1953507"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Replace nano shield by electrify, or make it only affect structures. Spikes can stay tbh, let's not exaggerate their impact on the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Electrify was a terrible mechanic and I'm glad its gone.
<!--quoteo(post=1953518:date=Jul 24 2012, 07:18 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jul 24 2012, 07:18 PM) <a href="index.php?act=findpost&pid=1953518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Electrify was a terrible mechanic and I'm glad its gone.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great! Now explain why.
<!--quoteo(post=1953395:date=Jul 24 2012, 07:13 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jul 24 2012, 07:13 AM) <a href="index.php?act=findpost&pid=1953395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't APM fairly meaningless for an RTS where the units are autonomous?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, because it still boils down to the fact that NS2 de-emphasizes scouting and multitasking (the same way SC2 does compared to Brood War).
Made skulks useless at res denial late game. Gave no reason for marines to work to defend their towers. Was a one time upgrade that was 'click-and-forget' rather than requiring a commander keeping an eye on it.
<!--quoteo(post=1953395:date=Jul 24 2012, 09:13 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jul 24 2012, 09:13 PM) <a href="index.php?act=findpost&pid=1953395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't APM fairly meaningless for an RTS where the units are autonomous?
I like fana's idea, just so long as the modifier is something more tame than 400%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, by eapm i just mean some mechanical depth for commanding - a reasonable skill ceiling if you like. This is what fana's suggestion essentially is. APM is not all about unit control in the RTS sense. There are many good tower defence games that use higher apm systems than ns2.
It's about boredom and lack of interactivity. The lower the eapm, the more it approaches just watching a cinematic.
<!--quoteo(post=1953520:date=Jul 24 2012, 04:21 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Jul 24 2012, 04:21 PM) <a href="index.php?act=findpost&pid=1953520"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great! Now explain why.<!--QuoteEnd--></div><!--QuoteEEnd--> It was expensive and didn't work at its intended job (protecting the resource node), but it baited a ton of less skilled players (who tend to lean towards being overly defensive) into using it. It's the same as turrets. If you want me to be kind, I could say they are "extremely situational."
The problem with passive defenses in a game like this have been hashed out repeatedly over the past decade. Either you make them effective for their cost and they become exploitable in the hands of a skilled commander and ruin the player vs player gameplay, or you make them worthless and pointless.
Someone wrote that nano construct is a buildtime vs resources spent trade off. While this may be true in the early game, there is no trade off in the late game. You have more than than enough res that there is no second thought spend if a nano construct should be used or not. So it completely breaks the balance of build times. A PG going up within a second is just silly. With the removed infestation sight it is nearly impossible to counter a pg rush on a hive. Once a marine is in your hive room as found a small space without infestation the pg and powerpack are up in 3-5sec.
<!--quoteo(post=1953642:date=Jul 25 2012, 10:47 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jul 25 2012, 10:47 AM) <a href="index.php?act=findpost&pid=1953642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone wrote that nano construct is a buildtime vs resources spent trade off. While this may be true in the early game, there is no trade off in the late game. You have more than than enough res that there is no second thought spend if a nano construct should be used or not. So it completely breaks the balance of build times. A PG going up within a second is just silly. With the removed infestation sight it is nearly impossible to counter a pg rush on a hive. Once a marine is in your hive room as found a small space without infestation the pg and powerpack are up in 3-5sec.<!--QuoteEnd--></div><!--QuoteEEnd-->
And given bounceback from phasegates, how they work when dead, and how slow gorges heal... that hive is dead if the marines simply walk through and shoot.
Comments
Electrify was a terrible mechanic and I'm glad its gone.
Great! Now explain why.
<!--quoteo(post=1953395:date=Jul 24 2012, 07:13 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jul 24 2012, 07:13 AM) <a href="index.php?act=findpost&pid=1953395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't APM fairly meaningless for an RTS where the units are autonomous?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, because it still boils down to the fact that NS2 de-emphasizes scouting and multitasking (the same way SC2 does compared to Brood War).
Made skulks useless at res denial late game. Gave no reason for marines to work to defend their towers. Was a one time upgrade that was 'click-and-forget' rather than requiring a commander keeping an eye on it.
I like fana's idea, just so long as the modifier is something more tame than 400%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, by eapm i just mean some mechanical depth for commanding - a reasonable skill ceiling if you like. This is what fana's suggestion essentially is. APM is not all about unit control in the RTS sense. There are many good tower defence games that use higher apm systems than ns2.
It's about boredom and lack of interactivity. The lower the eapm, the more it approaches just watching a cinematic.
this please
It was expensive and didn't work at its intended job (protecting the resource node), but it baited a ton of less skilled players (who tend to lean towards being overly defensive) into using it. It's the same as turrets. If you want me to be kind, I could say they are "extremely situational."
The problem with passive defenses in a game like this have been hashed out repeatedly over the past decade. Either you make them effective for their cost and they become exploitable in the hands of a skilled commander and ruin the player vs player gameplay, or you make them worthless and pointless.
+1 Amen brother.
And given bounceback from phasegates, how they work when dead, and how slow gorges heal... that hive is dead if the marines simply walk through and shoot.