1 Free MAC at start, easy fix to greater balance?
tallhotblonde
Join Date: 2012-12-11 Member: 174770Members, Reinforced - Supporter, Reinforced - Shadow
<div class="IPBDescription">just a thought</div>What If the marines were granted 1 free MAC at the start of each game, possibly a chief MAC of some sort with reduced HP but slightly faster build speed? and once it is destroyed another chief MAC cannot be purchased. This would free up the rest of the marine team who already struggle to gain ground against an extremely fast expanding alien commander.
All sorts of limitations could be enforced to stop it being a complete game changer, ie - unable to travel fast, limitation to range away from CC ECT... just a thought :)
All sorts of limitations could be enforced to stop it being a complete game changer, ie - unable to travel fast, limitation to range away from CC ECT... just a thought :)
Comments
All sorts of limitations could be enforced to stop it being a complete game changer, ie - unable to travel fast, limitation to range away from CC ECT... just a thought :)<!--QuoteEnd--></div><!--QuoteEEnd-->
How about you just go and kill their freshly dropped RTs? and kill their cyst chain? They lose a lot of resources.
How about skulk rush at your unprotected base?Good day.
How what if you could buy a downgraded mac for 2 res - max of 3?Cant be upgraded,cant weild,only builds.
While alien team income depends purely on commander,marines have to actively build stuff which gives a big advantage to the alien team.Give marine comm a way to control building in the early game and marine economy will get healthier.
If you want to balance the two sides based on their expansion rate, I'd suggest slowing down the alien economy by making them more dependent on gorges to build up structures (that are dropped by the comm).
If you do make the kah more gorge oriented, please make their spit worthwhile... Getting a kill with it now is like throwing a really tiny super slow ball at a fast bouncing target, they always see it coming and dodge no problem, not to mention if the comm actually drops them a medpack...
For 10pres, early game i feel underpowered :(
Maybe i could belly slide into them and cause them to fall ala stomp ? Great for 1v1.... Or maybe the gorge tunnels will make me forget all about it, though i suspect that'll be a 3rd hive ability, since gorges are the only ones without one.
Actually you can. After taking over from a previous commander I sent a Mac on a near suicide run to Nano grid with build orders for a phase gate. No-one bothered with it and aliens didn't realise it was there. It drew the game out by 50 minutes despite the aliens having 3 hives up and me taking over with 1 command point only and with the aliens mostly at the door.
For a higher cost. Then you can get cheaper ones at the robotics facility
How what if you could buy a downgraded mac for 2 res - max of 3?Cant be upgraded,cant weild,only builds.
While alien team income depends purely on commander,marines have to actively build stuff which gives a big advantage to the alien team.Give marine comm a way to control building in the early game and marine economy will get healthier.<!--QuoteEnd--></div><!--QuoteEEnd-->
A single marine is enough to take out extractor, i didn't say a thing about the whole team?!?
Aliens have a hard time if the marines pressure their RTs and if they have no gorge speeding up the build time. Marine RTs build already so fast, a good group of few marines can build ~5 RTs within the first two minutes of the game. The aliens can not build that much in the time. Also their RTs are far more vulnerable when build. Try camping a RT node which is already infested but no RTs is dropped. You can kill the freshly dropped RT very fast then kill the cyst chain. Also Aliens pay more for their RTs if you add the cysts required to build the RT which can be up to 7-8 cysts required.
- Marines start with 2 IPs
- Premade armory
- 1 Free exo
- 1 Free jetpack
- 1 Flamrthower
- Mines and welders researched by default
Also, there should be no w0, a0, marines should start with w1, a1.
- Marines start with 2 IPs
- Premade armory
- 1 Free exo
- 1 Free jetpack
- 1 Flamrthower
- Mines and welders researched by default
Also, there should be no w0, a0, marines should start with w1, a1.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good ideas there, but i think marines should also spawn with a nanoshield on them, i think its not good enough that skulks get thrown away 20m when they are attacking a IP and a marine spawns.
- Marines start with 2 IPs
- Premade armory
- 1 Free exo
- 1 Free jetpack
- 1 Flamrthower
- Mines and welders researched by default
Also, there should be no w0, a0, marines should start with w1, a1.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2045665:date=Dec 14 2012, 11:08 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Dec 14 2012, 11:08 AM) <a href="index.php?act=findpost&pid=2045665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good ideas there, but i think marines should also spawn with a nanoshield on them, i think its not good enough that skulks get thrown away 20m when they are attacking a IP and a marine spawns.<!--QuoteEnd--></div><!--QuoteEEnd-->
FACE
PALM
That sounds actually pretty awesome!
Would love to see more MACs in early game without the need to go into a robo.
- Marines start with 2 IPs
- Premade armory
- 1 Free exo
- 1 Free jetpack
- 1 Flamrthower
- Mines and welders researched by default
Also, there should be no w0, a0, marines should start with w1, a1.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, everyone get a welder and mines and lets walk into the alien hive with the exo and kill it :)
How what if you could buy a downgraded mac for 2 res - max of 3?Cant be upgraded,cant weild,only builds.
While alien team income depends purely on commander,marines have to actively build stuff which gives a big advantage to the alien team.Give marine comm a way to control building in the early game and marine economy will get healthier.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, definetly.
I agree completely with that.
Its just so ridicoulus how the entire alien team can harrass the marines while the khammander can happily expand and build everything, while the marines are usually so tied up in fighting that you have to get out of the comm chair and build ###### yourself often enough.
And even if you got people building, those guys are usually missing at the front then and the other players get overwhelmed.
<!--quoteo(post=2045278:date=Dec 13 2012, 09:27 PM:name=Zora-Link)--><div class='quotetop'>QUOTE (Zora-Link @ Dec 13 2012, 09:27 PM) <a href="index.php?act=findpost&pid=2045278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something I think would be handy for marine commanders would be to give them a starting two MACs, as their expansion is incredibly reliant on the players in contrast to alien freely expanding.
Part of why I greatly prefer alien command is because I don't have to rely on derpy players to build all my stuff. (People running past unbuilt extractors is the BEST. Especially early game.) While the MACs could still be killed, it would give a bit of autonomy to the marine commander, while allowing marines to actually spread out instead of being a man or two down in the beginning while they build stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't mind seeing your first 2-3 MACs be free when you build a new Command Center.
How what if you could buy a downgraded mac for 2 res - max of 3?Cant be upgraded,cant weild,only builds.
While alien team income depends purely on commander,marines have to actively build stuff which gives a big advantage to the alien team.Give marine comm a way to control building in the early game and marine economy will get healthier.<!--QuoteEnd--></div><!--QuoteEEnd-->
How about you build an observatory like any smart pub commander would?.
Remember that extractors are nearly twice as tough as harvesters, dont require a long, expensive, weak cyst chain and can be recycled. Additionally marine teams arent punished as much for being on the other side of the map due to beacon..
The win/loss ratio in pubs is due to marines not playing very well. Its so rare i see any harassment put on harvesters early and that simply leads to your loss.