Remove nanoshield

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
<div class="IPBDescription">the novelty phase has worn off</div>I know nanoshield has the world "nano" in it, and that makes it all cool with the fan boys and what not, and it gives the comm something cool to do, but lets get serious. The novelty period was worn off, its time to remove this ability. It is FAR to good, and gives the commander far too much control over a situation. An ability which effectively makes 9 out of 10 marines it is used on immortal? Are you kidding? How did this ever sound like a good idea?

This ability is obviously overpowered to anyone looking at it objectively, and the only reason people don't question it is because its been in the game for so long now. Its abilities like this that cause people to think there is a marine bias going on. If you want an ability like this, you need to go through with it and implement the alien equivalent. Otherwise increase the cost to something like 15 or 20 res, since it is most commonly used to make jetpackers immortal, which cost either 10, 30 or 40 res.

Comments

  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    It is extremely expensive for the short duration of time it is up.

    Nanosheild is fine.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    What antacid said. I don't see a problem with it anymore, because of the high costs. In fact I use it very rarely. Only to support phasing marines that try to defend a phase gate under heavy attack. And even then and with medpack spam it fails more often then 1 out of 10. It's only anecdotal but I think a success rate of 5 out of 10 is more realistic.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Nanoshield is what is known as a no brainer.

    It costs 5 resources to use, but count the number of things in this game that you can use it on that cost less than 5 res. One. One single thing that creates a situation where using this ability is not a no brainer, and that is the light marine. Even then, the situation is usually a no brainer. Attacking an upgrade chamber? use it and spam medpacks. The chamber is 30 res, nanoshield is a measly 5. Attacking a res node, the same applies.

    5 res may sound like a lot, but when it is continuously being used to save marines worth upwards of 30 res in gear? Then its price becomes a joke.

    I don't care that its used to protect structures, or even marines defending bases, but here's the biased part. Infestation spikes are only usable on... infestation. The abilities are mirror images of each other. Infestation spike -> only usable on infestation. Nanoshield -> usable everywhere. Explain this to me. Limit infestation spike to infested areas only, limit nanoshield to powered areas only. Bias removed, balance restored.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    It requires two command chairs, removing the early game annoyance of its usage along with medspam to make unkillable marines. I think its fine now.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    True, but CCs cost absolutely nothing (15 res compared to 40 for a hive). I just feel like the marine commander has much better support techniques than the khamm. Khamm can drop a load of structures sure, but they are expensive and comm can drop 1 armoury for the same job and a much lower cost. Khamm has enzyme but that relies on having a drifter somewhere near the fight and not dead. Infestation spikes only work on infestation and at the end of the day what form of marine force doesnt just clear cysts as they go, their so easy to kill you might as well, also needs 2 hives. Mist is just good overall but thats really all the khamm has access to (beyond dropping eggs, but the marine comm can drop weapons, JPs and exos). Compare that to nano shield, 12 seconds of half damage. Medpack spam, which if you're good enough can make a marine nearly invincible, ammo drops, scans, arcs, macs... It just seems like a good marine comm can make a real difference to a fight but a khamm just watches it happens and tries to build some buildings before the marines get to X location.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1974383:date=Sep 9 2012, 12:59 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 9 2012, 12:59 PM) <a href="index.php?act=findpost&pid=1974383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It requires two command chairs, removing the early game annoyance of its usage along with medspam to make unkillable marines. I think its fine now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'll ignore the fact that you consider the point at which marines get a second command chair to no longer be "early game" (have you played mineshaft, summit or tram?). I'll focus on you thinking that removing the early game annoyance of it is good enough. What about the late game annoyance? Explain what makes it less annoying at, say, 6 minutes in. What makes it less annoying 8 minutes in? 10 minutes in?

    I'm going to assume that you think fades somehow make nanoshield obsolete. They may arguably be less affected by it, but that's also not really the case. What is the case is that its just less likely for a fade to be killed by a nanoshielded light marine than 3 skulks who just ambushed said marine.

    Increasing the armour of a marine is fine, sounds like a good mechanic and gives the commander some presence in a battle, but not to the extent of what nanoshield is doing currently. How about this, increase the armour level of the marine you target by 1. If you have level 2 armour, using it effectively makes the marine have level 3 armour. If he has level 3, he goes to some hypothetical level 4 which increases the bites he can take by one or something. And if he doesn't have any armour points left, he doesn't get any benefits. What's that? You were off somewhere else as commander and only looked at the fight as it was coming to a close? No, you don't just get to use nanoshield and get the full effect of it after ballsing up. Nanoshield should work directly off armour, no armour no benefit. No combining medpacks with nanoshield. No immortal marines.

    Why can an exo suit not receive a nano shield?
  • The_EpitomeThe_Epitome Join Date: 2003-11-26 Member: 23573Members, Constellation, NS2 Playtester
    Nanoshield is fine by me.
    To be honest, if that's the biggest issue of the day, balancing the game must be going pretty well.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Nanoshield is imba, but as long as nobody is using it properly its all fine no?
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    I have never had a problem with nano in my playing experience. Maybe I just dont play the right games.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    I encounter nanoshield every few games, but I have not seen it spammed in a looong time. Most often it's used when skulks are munching on a phase gate/RT/Obs and a marine can't get there right away. I've also had it used on me when I was grenading a hive, but during the entire fight it only went off once.

    Cost + 2 CC + cooldown = it's fine
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1974393:date=Sep 9 2012, 01:22 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 9 2012, 01:22 PM) <a href="index.php?act=findpost&pid=1974393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->at the end of the day what form of marine force doesnt just clear cysts as they go<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marines that want to win?
    Killing cysts are a waste of time 90% of the time. Marines are much better off doing damage to/killing harvesters.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited September 2012
    <!--quoteo(post=1974480:date=Sep 9 2012, 04:17 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 9 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1974480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines that want to win?
    Killing cysts are a waste of time 90% of the time. Marines are much better off doing damage to/killing harvesters.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And the second you get to a harvester you kill the cyst on the otehr side of it before chopping it and all those cysts you ignored die.

    Also worth remembering that Khamm cant see marines on infest like comm can see aliens in a powered room which is pretty lame. You just see a black smudge that could be any number of marines with any weapon, any kind of support.. You just dont have enough information or abilities at your command.

    Besides. Cysts ahead of harvesters, if they dont go anywhere, are a waste of res so you will usually not be on infested territory unless you're going after upgrades/ninjaing a harvester
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    <!--quoteo(post=1974377:date=Sep 9 2012, 11:31 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 9 2012, 11:31 AM) <a href="index.php?act=findpost&pid=1974377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nanoshield is what is known as a no brainer.

    It costs 5 resources to use, but count the number of things in this game that you can use it on that cost less than 5 res. One. One single thing that creates a situation where using this ability is not a no brainer, and that is the light marine. Even then, the situation is usually a no brainer. Attacking an upgrade chamber? use it and spam medpacks. The chamber is 30 res, nanoshield is a measly 5. Attacking a res node, the same applies.

    5 res may sound like a lot, but when it is continuously being used to save marines worth upwards of 30 res in gear? Then its price becomes a joke.

    I don't care that its used to protect structures, or even marines defending bases, but here's the biased part. Infestation spikes are only usable on... infestation. The abilities are mirror images of each other. Infestation spike -> only usable on infestation. Nanoshield -> usable everywhere. Explain this to me. Limit infestation spike to infested areas only, limit nanoshield to powered areas only. Bias removed, balance restored.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Totaly agree.

    Nano shield is fine to me, why change it when it works fine?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1974493:date=Sep 9 2012, 09:13 AM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 9 2012, 09:13 AM) <a href="index.php?act=findpost&pid=1974493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also worth remembering that Khamm cant see marines on infest like comm can see aliens in a powered room which is pretty lame.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This doesnt actually happen AFAIK.. commnader should not be able to see an aliens just because its in a powered room and if it does , its a bug, and please send repro steps to me in a PM.
    Thanks!
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2012
    <!--quoteo(post=1974493:date=Sep 9 2012, 06:13 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 9 2012, 06:13 PM) <a href="index.php?act=findpost&pid=1974493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the second you get to a harvester you kill the cyst on the otehr side of it before chopping it and all those cysts you ignored die.

    Besides. Cysts ahead of harvesters, if they dont go anywhere, are a waste of res so you will usually not be on infested territory unless you're going after upgrades/ninjaing a harvester<!--QuoteEnd--></div><!--QuoteEEnd-->
    Basic beginner error, it's worth more for marines if you kill the harvester first.
    First of all, because you can be attacked and die any minute. And secondly because harvesters generate resources. Cysts doesn't.
    Also, killing cysts alerts the whole alien team, something you don't want to be doing when trying to get to a harvester and kill it.
    Cysts are usually only worth killing if you can cut off a large chain, and keep presence in the room, either by having alot of marines there, or a phase gate.
    If you can't keep presense there, the alien commander can easily rebuild the cystchain.
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    It could use a longer cooldown. But other than that it's fine.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I like it, it delays aliens without hurting them. Works really nicely. Especially when marines need a few seconds longer to phase or run to location.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    nanoshield is fine. nothing forces an alien to engage a nano'd marine, and most lifeforms have enough movement to disengage if nano drops mid-combat.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited September 2012
    <!--quoteo(post=1974577:date=Sep 9 2012, 08:41 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Sep 9 2012, 08:41 PM) <a href="index.php?act=findpost&pid=1974577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nanoshield is fine. nothing forces an alien to engage a nano'd marine, and most lifeforms have enough movement to disengage if nano drops mid-combat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What about a jetpack marine grenading your hive? What about a light marine knifing your upgrade chambers? What about a rogue shotgunner blasting away at your resource tower?

    Its all well and good to only consider the scenarios in which you can disengage. What about the scenarios when you can't?

    It's the same argument people use for the shotgun not being imbalanced. Just don't attack them directly, disengage, avoid. It's almost a hallmark of NS2, in comparison to NS1, of forcing people to engage an enemy they cannot possibly defeat.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Hmm, cysts cost 1 res each and I HATE it when they get mauled as Kham.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1974608:date=Sep 9 2012, 02:27 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 9 2012, 02:27 PM) <a href="index.php?act=findpost&pid=1974608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about a jetpack marine grenading your hive? What about a light marine knifing your upgrade chambers? What about a rogue shotgunner blasting away at your resource tower?<!--QuoteEnd--></div><!--QuoteEEnd-->

    What guarantee did you have of killing the shotgunner before he killed you in the first place? none. Same with any other scenario. The marine player is still just as skilled as he was before. Admittedly the JP/grenader is the most frustrating one, but that's what cooldown is there for.
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