Making Whips More Cost Effective

l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">Free Bombard on Maturation</div>This is a simple idea. Right now, whips are pretty useless, especially when the cost of a fully mature whip with bombard upgrade is factored in. As all decent comms know, it is res we could be putting to far more useful things. One small and easy way to make whips more useful and cost effective is to make bombard a free and automatic upgrade when whips mature.

I also personally recommend making bombard eat through marine health once it has quickly gone through their armor. Its rate of fire is so slow the impact it has on any engagement is pretty much non-existent currently.

As of right now though, whips are easy to pick off and really no threat to marines, even bombard whips. They only work decent as anti-gl structures late game.

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited November 2012
    i agree, and this could work for most buildings - for the aliens its a reward for just being able to keep a building alive - so it should be free.

    and this could make shades more viable as a 1st hive option, since it would help hide your structures and keep them alive long enough to mature.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Alien commander needs more res sinks, but I do agree most the upgrades are too expensive for what they are.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2012
    I was actually thinking that too, but I was worried the OP QQing would come out. However, it does making perfect sense considering the idea of maturing structures. Marines get full potential up front, but aliens buildings grow, like the flora they are, and in the process should automatically receive their abilities on maturation. It makes early buildings a more viable option for res sinking because it rewards the early investment by providing free upgrades for tending to them and keeping them alive.

    Tim, I agree, but just putting in things for the sake of being res sinks is bad from a mechanical perspective, and for me this is what the chamber upgrade abilities feel like to me.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2022630:date=Nov 13 2012, 06:16 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Nov 13 2012, 06:16 PM) <a href="index.php?act=findpost&pid=2022630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tim, I agree, but just putting in things for the sake of being res sinks is bad from a mechanical perspective, and for me this is what the chamber upgrade abilities feel like to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I agree.

    Its just a bit of an odd place for the alien commander. You require half as many res nodes as the marine commander, and the game is balanced that its harder for aliens to hold them. If you do manage to hold more, then you got a massive res overflow compared to him.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I noticed this too, and it for sure needs addressed. But I don't think the mature chamber upgrade costs are the logical or most effective way of doing this.
  • RA3ConscriptRA3Conscript Join Date: 2012-10-31 Member: 165139Members
    <a href="http://www.youtube.com/watch?v=PZdY_M9n24c&t=4m40s" target="_blank">Whips with Criken2</a>
    Even if such things may not happen in-game, or at least very rarely, it's still a possibility that experiences like that will be common if Whips are more widely used.
    But I rarely see Whips in-game myself, so something is probably wrong, just don't make the above a common experience.
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    edited November 2012
    <!--quoteo(post=2023526:date=Nov 14 2012, 03:04 PM:name=RA3Conscript)--><div class='quotetop'>QUOTE (RA3Conscript @ Nov 14 2012, 03:04 PM) <a href="index.php?act=findpost&pid=2023526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=PZdY_M9n24c&t=4m40s" target="_blank">Whips with Criken2</a><!--QuoteEnd--></div><!--QuoteEEnd-->


    That... Was hysterical. XD

    *cough* On to the actual point however, I agree that the cost is a little high, both in Tres and attention. But I also agree with UWE's philosophy of not wanting to turn the game into a player vs. turret game. If it was any cheaper, or any more effective, they'd get spammed.

    I think what the OP proposed is a pretty good way to mitigate the cost, and not make them too OP. Though, in all fairness, the maturity rate would probably have to be increased, especially with a 2 Tres mist that can speed it up.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    I completely agree with both OP's suggestions: Make bombard eat through hp, and enable bombard on mature.

    Whip default nature is not cost/attention effective; <b>buying a whip is paying 15 res to do 15 damage once to a marine, and consume 15 seconds of his time for him to kill it.</b>
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    I wish bombard was automatic, hydras can't replace offense chambers.
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