Crags everywhere...stop it!

Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
edited October 2012 in Ideas and Suggestions
<div class="IPBDescription">Only one crag in one area pls</div>How much shifts or shades do u need at a certain location? Exactly one(yes, a second shift is ok but absolutly not necessary at the same spot) . Why in hell we have to build 3-5 or more crags to use them effective? Especially for higher lifeforms its horrible to get heal by only one or two single crags. Most players just ignore them and run back to the hive to get healed.

They should be usefull like the shifts and shades. Just let them heal a percentage of HP like the hive(maybe exactly the same amount of HP like the hive) and allow only one crag in the same area. This would also increase the FPS a bit for some players :>.
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Comments

  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    Setting Crags to be percentage-based and non-stacking wouldn't be the worst thing in the world I suppose?
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Yea, a single crag should just be way more potent at healing stuff, right now you kind of have to stack them if you want them to be effective.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Good point.

    I've been playing as alien comm again this build for the first time in a few builds (before shift was in the game), and it really bugs me that I can put up a reasonable offensive point with:

    1 Shift
    1 Shade
    1 Whip

    but it needs

    5 Crags

    That is ridiculous and is one of the reasons for servers tanking late game when aliens have the res to buy crags, they need 5 in every choke point/offence point. That can mean as many as 30 crags on a server, when there should be 6. Think of the increase in server performance that simple game balance change would produce!!

    Not all performance increases come from code, sometimes they come from good design.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited October 2012
    Plus its one of the many scaling issues this game has. Its being payed for by a resource that doesn't scale. More players more crags those chokepoints need...but yeah even in small games you need more crags than any other structure.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Setting Crags to be percentage-based and non-stacking wouldn't be the worst thing in the world I suppose?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Best way to handle it imo. Its really how it should have been from the beginning. Increase cost, build time and/or maturity time to balance.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited October 2012
    Agreed, Crag spamming just like welder stacking is a mechanical, and not numbers, problem that could easily be addressed by limiting their healing to one and then increasing their effectiveness. Or at the very least have very quickly scaling diminishing returns.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    *For the DEV's* - Compare them to an armory you don't see 5 armories in 1 location at most you see 2.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1987894:date=Oct 6 2012, 07:29 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Oct 6 2012, 07:29 PM) <a href="index.php?act=findpost&pid=1987894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not all performance increases come from code, sometimes they come from good design.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Badly amortized, therefore not a performance increase.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Good point OP, it is silly.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Crag Heal (and Heal Wave) as percentage & non-stacking sound good.

    Maybe Crags can be better at healing armor than Gorge and Regen? Something like simultaneous armor regen while also healing health comes to mind.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited October 2012
    Crags and shifts are kind of like the alien armory. You go back to them to heal and reenergize. Currently a crag by itself is not nearly as effective at healing as the armory is to marines though, and the armory is actually free heals whereas the crag requires spamming heal wave. The mechanics are kind of different as the armory heals one person only while the crag can heal a group though, which is where the asymmetry comes in.

    It is kind of sad that while a shift is very useful and quick in reenergizing, a crag is incredibly slow without heal wave.

    Then again, if heal wave and the "basic" crag regen is buffed, that would just be extremely bad and make groups of crags invincible because they would be simply able to outheal even nade spam by healing each other - or heal a hive infinitely when stacked around it.

    So: maybe buff crags quite a lot, and make them only be able to heal alien life forms, not structures or themselves?
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    We used to have that
    Didn't work out, required gorges to heal things and that was tedious, so it was never done, so a hive that was hit 1 min into the game and gotten to 50% was gunna be at 50% all game, for example.
    Wheras marines could build macs, that autoweld everything.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited October 2012
    I don't get why they are double stacking abilities. It is redundant. You have passive regen than you also have heal wave on top of that. It is nothing more than a tedious mechanic serving not real added function. Just make the crag good at its support role, healing and keeping aliens and their structures alive. Collapse Heal wave into the passive regen. Make the regen tick slower, but every time it does tick it sends out a massive healing wave to everything in the area. Then limit crags.

    You run in, wait for the next heal wave to go through the area to heal up a very large amount of health, and go back to the front line. Larger life forms like fades and onos will have to wait for a second or third heal wave before they can go back or find the next closest crag to get a quicker heal.

    This also allows crags to self heal in a far more balanced way, because between heal waves they would be very susceptible to group fire.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    One possible concern with percentage based heal:

    If crags healed a flat percentage per second across all structures & lifeforms, you could wind up with a situation where the Onos (or hive) is healed faster than they can be damaged or the skulk is healed far too slowly.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    Yeah, I'm not a fan of percentage base healing. Just a very powerful heal wave every few ticks which heals a large amount of health on anything in its area.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    sitting next to one crag as an onos makes baby jesus cry.
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    edited October 2012
    <!--quoteo(post=1988314:date=Oct 7 2012, 06:14 PM:name=Mouse)--><div class='quotetop'>QUOTE (Mouse @ Oct 7 2012, 06:14 PM) <a href="index.php?act=findpost&pid=1988314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One possible concern with percentage based heal:

    If crags healed a flat percentage per second across all structures & lifeforms, you could wind up with a situation where the Onos (or hive) is healed faster than they can be damaged or the skulk is healed far too slowly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why? Is an Onos currently unkillable @ hive?

    Its all a question about balancing and testing. You can let the crags heal like the hive @ 100, 75,50 % power . You can also set a fix rate. Just modifier this for every lifeform. Like 10 HP for skulk, 25 HP for lerk/gorge , 50 HP for harvester 100 HP for hive and so on. Just dont allow two crags in the same area so u cant get healed doubled. Or just programm the gamecode that two or more crags in the same area gives the effect of only one crag. Like 2-3 shades @ the same spot. U cannot receive double or trippel invisibility, right? Its possible to build like that but its also sensless. There are so many ways to fix that issue but the current situation is crap.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    I would actually think its better to have the crag and the hive heal everything based on time rather than health/current health. No fancy formulas, but hardcoded values for each specific lifeform and structure.


    it would make balancing a lot better since you can fine tune each life form/structure individually.

    e.g.
    skulk takes 2 seconds to heal to full health
    onos takes 10 seconds to heal to full health
    whip takes 12 seconds to heal to full health





    you could even make it so that your(or structures) current health doesnt matter, so that it always takes the same amount of time to heal to full HP regardless of current HP.
  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    I think the OP's main point is that a) multiple crags is a requirement since they do so little individually, but b) making them too powerful individually would make them broken due to stacking so the solution c) seems to be to make them better individually but not allow multiple crags heal the one unit. The focus is on the "prevent multiple crags healing the one unit" part, the percentage-based thing is just one possible way of doing the improvement section.

    There's no need to limit crags in an area as long as there's no stacking effect. If someone wants to throw down a second crag as a backup in case the first gets blown up then that's just good strategy, same as throwing down a second shade or whatever. Dropping a second crag would also be useful due to the whole "max three targets per crag" thing. Substantially buffing crags wouldn't be a problem as long as you can't have two crags working on the same guy simultaneously.
    <!--quoteo(post=1988314:date=Oct 7 2012, 06:14 PM:name=Mouse)--><div class='quotetop'>QUOTE (Mouse @ Oct 7 2012, 06:14 PM) <a href="index.php?act=findpost&pid=1988314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One possible concern with percentage based heal:

    If crags healed a flat percentage per second across all structures & lifeforms, you could wind up with a situation where the Onos (or hive) is healed faster than they can be damaged or the skulk is healed far too slowly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is a valid worry. At 20% every two seconds a Skulk would be healing 40% more than now (14HP vs 10) and an Onos would be healing a massive 260HP every two seconds. Which is a bit much. A hybrid approach (20HP + 5% of max health for example) would reduce the amount healed by the higher lifeforms while still being a buff. Or there's the "tailor made" option, where it's adjusted per lifeform (make the gorge heal superfast!). The point being that by removing or limiting the stacking effect gives you a massive amount of leeway when it comes to designing the actual ratios.
    <!--quoteo(post=1988297:date=Oct 7 2012, 04:52 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Oct 7 2012, 04:52 PM) <a href="index.php?act=findpost&pid=1988297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then again, if heal wave and the "basic" crag regen is buffed, that would just be extremely bad and make groups of crags invincible because they would be simply able to outheal even nade spam by healing each other - or heal a hive infinitely when stacked around it.<!--QuoteEnd--></div><!--QuoteEEnd-->Not if you remove stacking. Without stacking a hive with 50 crags around it is no more defended than a hive with one, except for the "backup" functionality.
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    remove: passive heal

    add : passive ability that umbras all structures and players within crag range

    change : Active heal does percentage and does not stack
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    If you remove stacking from crags you must remove stacking from macs or possibly add a healing function to a drifter!
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1988995:date=Oct 10 2012, 12:37 AM:name=Beelzebub)--><div class='quotetop'>QUOTE (Beelzebub @ Oct 10 2012, 12:37 AM) <a href="index.php?act=findpost&pid=1988995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you remove stacking from crags you must remove stacking from macs or possibly add a healing function to a drifter!<!--QuoteEnd--></div><!--QuoteEEnd-->

    premise and conclusion incompatible.
  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    <!--quoteo(post=1988995:date=Oct 9 2012, 03:37 PM:name=Beelzebub)--><div class='quotetop'>QUOTE (Beelzebub @ Oct 9 2012, 03:37 PM) <a href="index.php?act=findpost&pid=1988995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you remove stacking from crags you must remove stacking from macs or possibly add a healing function to a drifter!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why?
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    Because not only do crags heal players, they also heal structures. One crag healing structures and any higher lifeform as it is damn near completely useless unless you spending 3 tres over and over just to make it useful. Whereas a mac train is a mobile healer for higher tech(exos) and can damn near instantly weld structures, build anything, or rebuild powernodes, not to mention you can just drop armories for marines at any place and even though you can't just hump them all day for health/armor AND ammo(which is kind of like aliens having a crag/shift 2in1 combo) they still give it to you pretty damn quickly to get you back into the game. So yes, you have to spam the ###### out of crags to make them useful without having to focus your time and tres using the healing wave. Capping the limit on them would be absurd unless you make them exponentially stronger or create another viable mobile out of hive heal that doesn't depend on always having a gorge up your ass.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1989216:date=Oct 10 2012, 01:44 PM:name=Beelzebub)--><div class='quotetop'>QUOTE (Beelzebub @ Oct 10 2012, 01:44 PM) <a href="index.php?act=findpost&pid=1989216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because not only do crags heal players, they also heal structures. One crag healing structures and any higher lifeform as it is damn near completely useless unless you spending 3 tres over and over just to make it useful. Whereas a mac train is a mobile healer for higher tech(exos) and can damn near instantly weld structures, build anything, or rebuild powernodes, not to mention you can just drop armories for marines at any place and even though you can't just hump them all day for health/armor AND ammo(which is kind of like aliens having a crag/shift 2in1 combo) they still give it to you pretty damn quickly to get you back into the game. So yes, you have to spam the ###### out of crags to make them useful without having to focus your time and tres using the healing wave. Capping the limit on them would be absurd unless you make them exponentially stronger or create another viable mobile out of hive heal that doesn't depend on always having a gorge up your ass.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Direct comparison of team mechanics in asymmetric game. Does not comply. Does not comply.
  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    <!--quoteo(post=1989216:date=Oct 10 2012, 04:44 AM:name=Beelzebub)--><div class='quotetop'>QUOTE (Beelzebub @ Oct 10 2012, 04:44 AM) <a href="index.php?act=findpost&pid=1989216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because not only do crags heal players, they also heal structures. One crag healing structures and any higher lifeform as it is damn near completely useless unless you spending 3 tres over and over just to make it useful. Whereas a mac train is a mobile healer for higher tech(exos) and can damn near instantly weld structures, build anything, or rebuild powernodes, not to mention you can just drop armories for marines at any place and even though you can't just hump them all day for health/armor AND ammo(which is kind of like aliens having a crag/shift 2in1 combo) they still give it to you pretty damn quickly to get you back into the game. So yes, you have to spam the ###### out of crags to make them useful without having to focus your time and tres using the healing wave. Capping the limit on them would be absurd unless you make them exponentially stronger or create another viable mobile out of hive heal that doesn't depend on always having a gorge up your ass.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Did you miss the part where the idea is to buff individual crags AND remove stacking?
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    edited October 2012
    You gonna have to give one hell of a buff to crags to make that work is all im saying. And if you limit crags to one per room and the buff isnt strong enough you must nerf the other team. This is where the comparison of teams DOES comply. Not saying they should work the same, but you can't just give one team an unfair advantage outside of their main base.
    And as long as were on the subject of limiting placement of structures, how about when marines throw down robotics factories in every small doorway to stop aliens from getting in or escaping easily? Or a mass production of IPs to keep soliders comming back faster? Ive also seen more than 1 armory placed to bypass the energy drain on them. And you wanna do something silly like limit the amount of crags in a room or make them not heal stack when theres much worse things going on with the marine team.
  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    Man, reread the thread.

    The point is that in order for crags to be effective right now you HAVE to throw a whole bunchof them into one room. The thread is about coming up with a buff good enough that you only need one. But since such a buff would be broken if stacking was allowed therefore stacking must also be disabled to make this buff work. Nobody is complaining that crags stack, people are complaining that individual crags are useless. Quit railing against people who don't exist.
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    Guess im just trying to say I like the idea of lots of crags, it gives the alien environment a more.. forested look. If you make it so aliens need minimal structures to live, then you kind of make it boring to play khamm.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    To go back to the original point of this thread, yeah, you need way too many crags to get the crag job done now. It hasn't always been this bad though. I'm not exactly sure when it changed.

    Kind of funny how some design issues keep going round in circles. Crags to effective? Nerf. Now we have to spam them to get the desired effect. Spam is dumb, pls make them better. Now they're too effective. Repeat. Hard limits seem to be the only circuit breaker and I'm not a fan of hard limits. Coming soon to sentries: 1 power pack per room. :/
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    <!--quoteo(post=1989525:date=Oct 11 2012, 02:28 PM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Oct 11 2012, 02:28 PM) <a href="index.php?act=findpost&pid=1989525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To go back to the original point of this thread, yeah, you need way too many crags to get the crag job done now. It hasn't always been this bad though. I'm not exactly sure when it changed.

    Kind of funny how some design issues keep going round in circles. Crags to effective? Nerf. Now we have to spam them to get the desired effect. Spam is dumb, pls make them better. Now they're too effective. Repeat. Hard limits seem to be the only circuit breaker and I'm not a fan of hard limits. Coming soon to sentries: 1 power pack per room. :/<!--QuoteEnd--></div><!--QuoteEEnd-->
    Dont
    Even
    Suggest it.
    :/
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