Aliens Need a Buff!
JaiFlips
Join Date: 2012-11-03 Member: 166605Members
<div class="IPBDescription">Marines have easy sweep options at easy access.</div><i><b>TITLE EDIT: NS2 Needs a Rebalance!</b></i>
<!--quoteo(post=1971776:date=Sep 5 2012, 04:45 AM:name=Nukoe)--><div class='quotetop'>QUOTE (Nukoe @ Sep 5 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1971776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorges need SOMETHING to make them more interesting to play. As an example, vanilla TF2 engineer was a lot more fun and interactive than what Gorges feel like right now, imo. I don't see many people wanting to be Gorge in each game, which is a shame. Being a Gorge should be a <u><b>rewarding</b></u> experience...not a chore.<!--QuoteEnd--></div><!--QuoteEEnd-->
^
Can we get a developer to reply directly to this? I'm not sure how everything goes as of currently, i'm new to the forum. But coming from League of Legends, Developers were very vocal and communicative with their player-base.
Right now, it's clear to me that there is an imbalance issue within Aliens vs Marines. Marines have easy sweep tactics, destroying buildings and dealing AoE more often than Aliens do (I.e: Flamethrowers, Grenade Launchers, Exosuits crushing cysts). Also, Marine Commanders have the ability to exploit unlimited medpacks/ammo packs for extreme survivability which comes in handy when trying to dominate and have map control.
Now back to Aliens.. Gorges catch my eye first right off the bat. It's such a chore like Nukoe explains, and further noted by other members of the community, Commander placed Whips are always on the ground which come off more vulnerable to Marine lead. Having the ability to solely move these Whips to areas like the ceiling and walls come off as an easy buff for Aliens (and cheaper costs too, like really they don't even have far range for attack). If Gorges would have the ability to build 1 Whip, and control where he may place it. That could balance the whole game right there, but it would still leave Gorges feeling bland.
<b>Side notes:</b>
(1)Is it possible to change Lurks so that you only need to hold space to fly instead of repeated instances of tapping space? It gets irritating especially when sometimes it's not so responsive to my taps.
(2) Can we get more AoE added to Aliens, seeing the huge list of AoEs for Marines? - Gorges could use some sort of AoE and Lurks could have their choke buffed seeing as Lurks are mainly pests to Marines.
(3) Seeing as the Alien's stride to victory is mainly in the hands of their melee in bulk, could we attach some sort of stinging tentacle to Gorges as an upgrade for a melee option? OR enhance the ranged damage for Lurks?
Teamwork is definitely more crucial as Aliens, but that also means a bigger burden as each member isn't an balance of everything like the soldiers are in Marines.
Please balance the roles for Aliens!
Quotes:
<!--quoteo(post=2004230:date=Nov 1 2012, 04:39 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 1 2012, 04:39 AM) <a href="index.php?act=findpost&pid=2004230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Big +1 to all of those, though in regards to alien 2nd hive loss problem, I think the bigger issue really is how without leap and blink they are powerless versus jetpacks (more so because these jetpacks have A3) and without bilebomb they don't stand much of a chance versus exos. Marines while struggling at 1 CC vs 3 hive don't lose absolutely crucial tech like A and W 3, so they can generally hold out even against fades and onos...
IMO bilebomb and leap should be available on mature first hive, but at a much greater cost. Shadowstep should probably also be made a little more useful so that fades are more viable even without blink.<!--QuoteEnd--></div><!--QuoteEEnd--> (Original Thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122784&st=0&gopid=2009228&#entry2009228)" target="_blank">http://www.unknownworlds.com/ns2/forums/in...;#entry2009228)</a> - Aliens sweeped up after losing a Hive. Hives are too crucial for Aliens, and it seems quite unfair.
Edit:
Q: Can we get a knockback effect for Marines when Rifle bashing? It would be helpful if you plan to buff Aliens.
Q: Minimap for Aliens please! - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120344" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=120344</a>
Q: Infestation is useless and cysts cost money (Problem): <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123287" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=123287</a>
Related/Useful Threads:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122784" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=122784</a>
<!--quoteo(post=1971776:date=Sep 5 2012, 04:45 AM:name=Nukoe)--><div class='quotetop'>QUOTE (Nukoe @ Sep 5 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1971776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorges need SOMETHING to make them more interesting to play. As an example, vanilla TF2 engineer was a lot more fun and interactive than what Gorges feel like right now, imo. I don't see many people wanting to be Gorge in each game, which is a shame. Being a Gorge should be a <u><b>rewarding</b></u> experience...not a chore.<!--QuoteEnd--></div><!--QuoteEEnd-->
^
Can we get a developer to reply directly to this? I'm not sure how everything goes as of currently, i'm new to the forum. But coming from League of Legends, Developers were very vocal and communicative with their player-base.
Right now, it's clear to me that there is an imbalance issue within Aliens vs Marines. Marines have easy sweep tactics, destroying buildings and dealing AoE more often than Aliens do (I.e: Flamethrowers, Grenade Launchers, Exosuits crushing cysts). Also, Marine Commanders have the ability to exploit unlimited medpacks/ammo packs for extreme survivability which comes in handy when trying to dominate and have map control.
Now back to Aliens.. Gorges catch my eye first right off the bat. It's such a chore like Nukoe explains, and further noted by other members of the community, Commander placed Whips are always on the ground which come off more vulnerable to Marine lead. Having the ability to solely move these Whips to areas like the ceiling and walls come off as an easy buff for Aliens (and cheaper costs too, like really they don't even have far range for attack). If Gorges would have the ability to build 1 Whip, and control where he may place it. That could balance the whole game right there, but it would still leave Gorges feeling bland.
<b>Side notes:</b>
(1)Is it possible to change Lurks so that you only need to hold space to fly instead of repeated instances of tapping space? It gets irritating especially when sometimes it's not so responsive to my taps.
(2) Can we get more AoE added to Aliens, seeing the huge list of AoEs for Marines? - Gorges could use some sort of AoE and Lurks could have their choke buffed seeing as Lurks are mainly pests to Marines.
(3) Seeing as the Alien's stride to victory is mainly in the hands of their melee in bulk, could we attach some sort of stinging tentacle to Gorges as an upgrade for a melee option? OR enhance the ranged damage for Lurks?
Teamwork is definitely more crucial as Aliens, but that also means a bigger burden as each member isn't an balance of everything like the soldiers are in Marines.
Please balance the roles for Aliens!
Quotes:
<!--quoteo(post=2004230:date=Nov 1 2012, 04:39 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 1 2012, 04:39 AM) <a href="index.php?act=findpost&pid=2004230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Big +1 to all of those, though in regards to alien 2nd hive loss problem, I think the bigger issue really is how without leap and blink they are powerless versus jetpacks (more so because these jetpacks have A3) and without bilebomb they don't stand much of a chance versus exos. Marines while struggling at 1 CC vs 3 hive don't lose absolutely crucial tech like A and W 3, so they can generally hold out even against fades and onos...
IMO bilebomb and leap should be available on mature first hive, but at a much greater cost. Shadowstep should probably also be made a little more useful so that fades are more viable even without blink.<!--QuoteEnd--></div><!--QuoteEEnd--> (Original Thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122784&st=0&gopid=2009228&#entry2009228)" target="_blank">http://www.unknownworlds.com/ns2/forums/in...;#entry2009228)</a> - Aliens sweeped up after losing a Hive. Hives are too crucial for Aliens, and it seems quite unfair.
Edit:
Q: Can we get a knockback effect for Marines when Rifle bashing? It would be helpful if you plan to buff Aliens.
Q: Minimap for Aliens please! - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120344" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=120344</a>
Q: Infestation is useless and cysts cost money (Problem): <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123287" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=123287</a>
Related/Useful Threads:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122784" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=122784</a>
Comments
Q: Minimap for Aliens please!<!--QuoteEnd--></div><!--QuoteEEnd-->
There used to be significant knockback on melee with the rifle bash. Problem was it sent skulks to the other side of the room on use, due to physics glitches.
The Khammander is a different position than the commander, team organization is harder to do due to the lack of ordering and I can count on one hand how many times I've seen the abilities of the structures used as aliens since the game hit v1.0
Give it time, experience and practice and you'll see that the aliens aren't as bad as everyone claims.
...though the cysts are annoying to build, and see destroyed as a khammander :|
"Untapped potential in powernodes and cysts" at the moment.
The Khammander is a different position than the commander, team organization is harder to do due to the lack of ordering and I can count on one hand how many times I've seen the abilities of the structures used as aliens since the game hit v1.0
Give it time, experience and practice and you'll see that the aliens aren't as bad as everyone claims.
...though the cysts are annoying to build, and see destroyed as a khammander :|<!--QuoteEnd--></div><!--QuoteEEnd-->
The cysts are also annoying to take out. Especially when the khammander places them all over the damn place in the way of what the marine commander can build. It slows marines down substantially.
Also, about the gorges. I think they probably do need something to make them interesting. They can throw down a few things, but I feel like their role has been usurped by the khammander. It's not really a buff/nerf issue, it's a distribution of tasks issue.
Also, about the gorges. I think they probably do need something to make them interesting. They can throw down a few things, but I feel like their role has been usurped by the khammander. It's not really a buff/nerf issue, it's a distribution of tasks issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
After playing a few games, I agree now that nerfs/buffs aren't really the issue and that it's a problem with distribution of tasks. Though, I would really like the multiple Hive requirements to vanish. The game is over once you lose a hive and the abilities that come with it, Marines push and Game Over.