Remove nanoshield
Imbalanxd
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.
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
Nanosheild is fine.
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.
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?
To be honest, if that's the biggest issue of the day, balancing the game must be going pretty well.
Cost + 2 CC + cooldown = it's fine
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.
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
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?
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!
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.
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.
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.