Pres means nothing for Aliens

MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
<div class="IPBDescription">pres used to be all about aliens</div>
50 Tres fade 75 Tres onos egg.. This is just the worst decision of recent builds.

Tres egg system seems fine, but how dare cost it same as pres one? It must be even too much even if an tres egg cost 2x more than pres egg, as a player gain one pres at least 4 times slower than tres.


Current tres lifeform system is even worse than the alien pres system of build 180~190, which was also completely spammable.
Regardless of other imbalances, or technical problems, it's definately true, that tres egg is completely broken.

I hope it'd be soon handled.

Comments

  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    Wait.. so is it too cheap or too expensive?
  • MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
    <!--quoteo(post=1999179:date=Oct 28 2012, 05:05 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Oct 28 2012, 05:05 PM) <a href="index.php?act=findpost&pid=1999179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait.. so is it too cheap or too expensive?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Of course too cheap. Aliens can get onos even when a player has no more than 30 res. That's 45 res of gap.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    It's pretty ironic they have essentially dismantled the biggest argument in favour of p.res and t.res by giving both commanders the ability to drop weapons/lifeforms in t.res. We are at a situation, like in NS 1, where scale matters. (The smaller the team the more impact commander t.res weapon and lifeform drops have on the game, and thus an inherent advantage to aliens who need no prereq. t.res research for big lifeforms)

    If anything, t.res weapon and lifeform drops should be more expensive (particularly for aliens), or just have more t.res prereq. research to it (again for aliens, really)
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Yes, one Ono at 30 res Pres time, all Alien Tres gone on one life form.

    Unless you have an elite ono, I'd get more giggles from an 8 gorge hydra drop on Marine spawn.

    Tres is precious.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    edited October 2012
    Problem is onos is only viable alien lifeform to push against a marine defense.

    Always Cara + Cele + Onos in lategame, Horrendously lame and linear, it's the only thing that works lategame, and only thing that will until they change something. Like allow aliens to sabotage marine upgrades, or stop grenade spam, or stop spamwelding, or stop marines from spawning.

    marines have all a form of these options mentioned above to sabotage aliens:
    sabotage alien upgrades easily, removing fundamental abilities by destroying hives, spam grenades to destroy clusters of aliens/structures, egglocking/spawncamping aliens.

    <i>aliens have virtually nothing.</i>
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited October 2012
    I never supported drops in the first place >.>. Tres and Pres should be separate, and slapping in commander drops as a band-aid to a lack of late game resource sinks is just patching up the symptoms while adding in side-effects.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo(post=1999249:date=Oct 28 2012, 07:51 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 28 2012, 07:51 PM) <a href="index.php?act=findpost&pid=1999249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->patching up the symptoms while adding in side-effects.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or unfortunately one of the things UWE does best :/

    Although on the bright side they usually do get it somewhat right after several painful tries. (Sentries, lerk bilebomb, gorge hydras, etc) I just wish they could get straight to the proper solutions.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    I saw so many Onos in the match just now... So many and it didn't matter if we took em down, cause more would come. More and more and more and more still after that T_T They tore down our defenses with this onslaught. We kept repairing and tried to ninja their Hives, successfully. But the Onoss, kept coming after us and our "Hive taking down shenanigans". They don't care, they just respawn and come at us again and again and again. I told the commander we should just abandon the base and nuke em from orbit, we're simply lacking the firepower on our ground personal. Even our EXO pilots agreed with me...

    We lost...
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    <!--quoteo(post=1999200:date=Oct 29 2012, 10:18 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 29 2012, 10:18 AM) <a href="index.php?act=findpost&pid=1999200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Problem is onos is only viable alien lifeform to push against a marine defense.

    Always Cara + Cele + Onos in lategame, Horrendously lame and linear, it's the only thing that works lategame, and only thing that will until they change something. Like allow aliens to sabotage marine upgrades, or stop grenade spam, or stop spamwelding, or stop marines from spawning.

    marines have all a form of these options mentioned above to sabotage aliens:
    sabotage alien upgrades easily, removing fundamental abilities by destroying hives, spam grenades to destroy clusters of aliens/structures, egglocking/spawncamping aliens.

    <i>aliens have virtually nothing.</i><!--QuoteEnd--></div><!--QuoteEEnd-->

    Skulk => onos its the only way if u want to win. either that or go lerk to be annoying.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1999193:date=Oct 28 2012, 07:13 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 28 2012, 07:13 PM) <a href="index.php?act=findpost&pid=1999193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's pretty ironic they have essentially dismantled the biggest argument in favour of p.res and t.res by giving both commanders the ability to drop weapons/lifeforms in t.res. We are at a situation, like in NS 1, where scale matters. (The smaller the team the more impact commander t.res weapon and lifeform drops have on the game, and thus an inherent advantage to aliens who need no prereq. t.res research for big lifeforms)

    If anything, t.res weapon and lifeform drops should be more expensive (particularly for aliens), or just have more t.res prereq. research to it (again for aliens, really)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this is a good point, TRes drops are literally identical to the NS1 model that was specifically abandoned for NS2 for very valid reasons. It's not possible to balance them for both 6v6 competitive games and 12v12 pub games, unless you implement all sorts of crazy rules to scale their cost accordingly which is too difficult a formula to get right.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I think the problem is not actually "Pres meaning little for Aliens". The Personal Resource income is too slow for Aliens, due to two factors: difficulties in expanding Harvester count, and long "no res" death periods.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited October 2012
    <!--quoteo(post=1999403:date=Oct 28 2012, 10:15 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 28 2012, 10:15 PM) <a href="index.php?act=findpost&pid=1999403"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the problem is not actually "Pres meaning little for Aliens". The Personal Resource income is too slow for Aliens, due to two factors: difficulties in expanding Harvester count, and long "no res" death periods.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Truly. According to Pres balance, Marines should (Tres permitting) be getting Exosuits before Kharaa get Fades, and Dual Exos before they get Oni, since "Marines are supposed to hold more extractors than Aliens".
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited October 2012
    <!--quoteo(post=1999193:date=Oct 29 2012, 12:13 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 29 2012, 12:13 AM) <a href="index.php?act=findpost&pid=1999193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's pretty ironic they have essentially dismantled the biggest argument in favour of p.res and t.res by giving both commanders the ability to drop weapons/lifeforms in t.res. We are at a situation, like in NS 1, where scale matters. (The smaller the team the more impact commander t.res weapon and lifeform drops have on the game, and thus an inherent advantage to aliens who need no prereq. t.res research for big lifeforms)

    If anything, t.res weapon and lifeform drops should be more expensive (particularly for aliens), or just have more t.res prereq. research to it (again for aliens, really)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The "scaling argument" for the pres-tres system is bad anyway so it doesn't really matter. Lots of other things don't scale with player count, a simple res scaling will most likely not solve the problem.

    Using tres to drop lifeforms however solve an important problem of the pres-tres system: the abscence of trade-off between tech, army and economy.

    Having different costs for the same thing (onos) is also bad, it introduce uninteresting complication. Same thing for linking eggs to a specific number of hives, it's just another arbitrary and uninteresting rule.

    I don't see an easy fix to be honest, the alien economy and commanding is a bit of a mess. Maybe having an "egg factory" building that enables egg upgrades would make egg dropping more expensive and more of a commitment. Or a hive evolution "macro-hive" in addition, and exclusive to the three traditional tech paths.
  • vupvup Join Date: 2007-10-28 Member: 62763Members
    I think the egg dropping for the alien commander is a nice tactical option and should stay in. The only think that really annoys me, that the commander always has to do it since alien pres grows so little over time...

    I think that has to be changed drastically. You just have to wait for ages to fade or even lerk (not to mention onos)! If aliens can finally evolve into lifeforms using their pres most of the times, the commander has less reason to drop an egg himself and can concentrate on upgrades.

    I think when there is something "overused" in the game ( like arcs in some patches ago, since there was no exo/ jp yet etc.), you just have to make other things better, so you got an alternative.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Give the alien commander something other than eggs to drop, and maybe he won't do it all the time. At the moment, past the second hive and a completely optional upgrade chamber, what else is there to spend tres on?
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