Build 236 Balancing Required
BlitzkriegBeard
Join Date: 2013-01-20 Member: 180892Members
I've logged roughly 50 hours in the past 2 weeks and have a few balancing recommendations. I most often play as commander, on both aliens and marines, and have noticed some pretty standard results and trends. I'll try to format this for easy reading.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>BILE BOMB needs a nerf...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Currently, a single gorge sneaking into a marine base can quite literally have the power node down in seconds. This in practice has been insanely game-breaking. We all know what having a power node down means, all structures aside from remotely powered sentries go down, most importantly the phase gate. I feel that this requires little more explanation, and that most players can acknowledge that it seems pretty game-breaking that the lowest cost alien unit can down an entire marine base within seconds.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>Gorge's can down a power node within seconds, usually 'causing the destruction of an entire marine base.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the range of bile bomb.</b></i>
This would drastically balance this problem. Gorge's are usually easy to kill, if unprotected from a nearby skulk. The most common tactic of gorge power players being to bile bomb either the phase gate or power node from outside of the marine room, or from a strategic vent, could be easily balanced if the bile bomb range was decreased. This would still allow this tactic to be effective, just with a higher risk factor to the gorge.
<i><b>Decrease the damage of bile bomb.</b></i>
While this option is fairly self explanatory, it would have to be my least recommended option for game balancing purposes. While the gorge is meant to be a defensive unit, I think most players do feel that the bile bomb ability adds a nice touch of fun in helping the quick destruction of enemy structures. Currently, the combination of range and damage dealing is just too effective.
<i><b>Increase the cost of the gorge unit.</b></i>
What happens when the marines manage to finally catch and kill the pesky gorge? He comes back within a minute. The low cost of the gorge unit makes a gorge's death nearly insignificant to the gorge player. This would be another highly recommended balancing option. If gorge's cost even 5-10 more res to evolve, it would drastically hurt the gorge player's res upon death. This would essentially force gorge players to play more safely, which to me seems more of what the gorge role was intended for.
<i><b>All of the above</b></i>
This would be the least recommended solution, although a combination of the above (depending on the range/damage/res values) could be considerable.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Best solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the range of bile bomb.</b></i>
<i><b>Increase the cost of the gorge unit.</b></i>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>ALIEN STRUCTURES need less health...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Speaking as a frequent commander of both factions, I would take spreading cysts, harvesters, and alien upgrades over micromanaging medpacs, ammo drops, scans, power nodes, extractors, armories, phase gates, and every other marine structure any day of the week. Putting it simply, playing the alien commander is easier. The alien commander is so much easier to the point where I don't enjoy playing it. I'm guaranteed somewhere around a 75% chance of victory with little to no effort as the alien commander.
Most of the alien structures should be categorized as support structures, whereas nearly 100% of marine structures are essential. As such, I find it strange that even though the marine structures take much more time and effort to build, they are easier to dispatch. Taking out a sentry battery as an alien is easy enough (especially with the current bile bomb mechanic) whereas taking out a whip as a marine usually takes a great amount of focused firepower and replacement ammo dropped by your commander. That is of course assuming that you saw the whip before it killed you (a shade might have concealed it) or that the whip doesn't have a craig beside it (this makes it nearly impossible for a single marine to destroy it). The most common alien commander tactic of course being to utilize both of those (shades and craigs) and creating invisible and unkillable whips to defend doorways. Sentries are nowhere near as effective, to the point where some marine commanders don't even utilize them and consider them "wasted res". On this topic, it seems strange that alien upgrades have nearly as much if not the same amount of health as the marine upgrade station, when the destruction of the marine upgrade station makes marines lose ALL UPGRADES, whereas the destruction of one alien upgrade makes them lose, well...one upgrade...
This also brings us back to the volatile bile bomb mechanic. I'm sure anybody reading this will point out that a few MACs on a sentry station will make it difficult to kill said defensive setup. That may be true for a skulk, but if you spend the little amount of res to evolve into a gorge, bile bomb will have a sentry station and an UNLIMITED amount of MACs down in seconds.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>Craig/Whip/Shade combination nearly impossible to dispatch.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible Solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the health of alien structures; particularly craigs, whips, and alien upgrades.</b></i>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>MARINE DEATH COUNTDOWN...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
From the very second the game starts, the alien faction has access to the onos evolution, and all they require is time. I've seen it happen on many occasions, both in my favor and against, where a single onos will be the deciding factor in an alien victory. A onos rushing the marine main base and forcing a distress beacon, thereby giving the alien team time to destroy marine structures all over the map, can cause an easy alien victory. A onos let loose during a difficult game for the marine faction, where they may only have weapons/armor 1 or 2, can cause an easy alien victory. All in all, the onos is a fairly easy to acquire unit for the alien faction, all it takes is time. Unless the marine team has had an early lead, they are almost always doomed to the marine death countdown. Even if the marine team has done a great job of maintaining around half the res towers, the alien team will more often than not have access to onos before the marines will have access to exos. This is often seen as "the alien mid game push" that begins as the loss of one marine base, and progresses to the marines overall loss. If the marines can't hold both bases against 1-2 onos, they are doomed to never acquire exos, and lose the game overall. I think most players could agree that they also see this as a common outcome, and consider it fairly game-breaking.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>The onos upgrade is always available to the alien faction, and only requires players to hold res long enough to evolve for a nearly guaranteed victory.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible Solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Make the onos evolution only available after the alien faction acquires 2 hives and the alien commander must upgrade it, similar to leap and bile bomb. Suggested res cost: 30.</b></i>
<i><b>Make the onos evolution only available after the alien commander places a specific onos upgrade building and upgrades it, not dissimilar from a spur or shell. Suggested building cost: 10. Suggested research cost: 30.</b></i>
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Well I hope someone appreciates the constructive feedback. This isn't something I wrote to specifically hate on the alien faction. I still do in fact enjoy playing as the aliens, I just like a challenge. I just find the aliens much easier to play and win. =3<!--colorc--></span><!--/colorc-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>BILE BOMB needs a nerf...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Currently, a single gorge sneaking into a marine base can quite literally have the power node down in seconds. This in practice has been insanely game-breaking. We all know what having a power node down means, all structures aside from remotely powered sentries go down, most importantly the phase gate. I feel that this requires little more explanation, and that most players can acknowledge that it seems pretty game-breaking that the lowest cost alien unit can down an entire marine base within seconds.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>Gorge's can down a power node within seconds, usually 'causing the destruction of an entire marine base.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the range of bile bomb.</b></i>
This would drastically balance this problem. Gorge's are usually easy to kill, if unprotected from a nearby skulk. The most common tactic of gorge power players being to bile bomb either the phase gate or power node from outside of the marine room, or from a strategic vent, could be easily balanced if the bile bomb range was decreased. This would still allow this tactic to be effective, just with a higher risk factor to the gorge.
<i><b>Decrease the damage of bile bomb.</b></i>
While this option is fairly self explanatory, it would have to be my least recommended option for game balancing purposes. While the gorge is meant to be a defensive unit, I think most players do feel that the bile bomb ability adds a nice touch of fun in helping the quick destruction of enemy structures. Currently, the combination of range and damage dealing is just too effective.
<i><b>Increase the cost of the gorge unit.</b></i>
What happens when the marines manage to finally catch and kill the pesky gorge? He comes back within a minute. The low cost of the gorge unit makes a gorge's death nearly insignificant to the gorge player. This would be another highly recommended balancing option. If gorge's cost even 5-10 more res to evolve, it would drastically hurt the gorge player's res upon death. This would essentially force gorge players to play more safely, which to me seems more of what the gorge role was intended for.
<i><b>All of the above</b></i>
This would be the least recommended solution, although a combination of the above (depending on the range/damage/res values) could be considerable.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Best solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the range of bile bomb.</b></i>
<i><b>Increase the cost of the gorge unit.</b></i>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>ALIEN STRUCTURES need less health...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Speaking as a frequent commander of both factions, I would take spreading cysts, harvesters, and alien upgrades over micromanaging medpacs, ammo drops, scans, power nodes, extractors, armories, phase gates, and every other marine structure any day of the week. Putting it simply, playing the alien commander is easier. The alien commander is so much easier to the point where I don't enjoy playing it. I'm guaranteed somewhere around a 75% chance of victory with little to no effort as the alien commander.
Most of the alien structures should be categorized as support structures, whereas nearly 100% of marine structures are essential. As such, I find it strange that even though the marine structures take much more time and effort to build, they are easier to dispatch. Taking out a sentry battery as an alien is easy enough (especially with the current bile bomb mechanic) whereas taking out a whip as a marine usually takes a great amount of focused firepower and replacement ammo dropped by your commander. That is of course assuming that you saw the whip before it killed you (a shade might have concealed it) or that the whip doesn't have a craig beside it (this makes it nearly impossible for a single marine to destroy it). The most common alien commander tactic of course being to utilize both of those (shades and craigs) and creating invisible and unkillable whips to defend doorways. Sentries are nowhere near as effective, to the point where some marine commanders don't even utilize them and consider them "wasted res". On this topic, it seems strange that alien upgrades have nearly as much if not the same amount of health as the marine upgrade station, when the destruction of the marine upgrade station makes marines lose ALL UPGRADES, whereas the destruction of one alien upgrade makes them lose, well...one upgrade...
This also brings us back to the volatile bile bomb mechanic. I'm sure anybody reading this will point out that a few MACs on a sentry station will make it difficult to kill said defensive setup. That may be true for a skulk, but if you spend the little amount of res to evolve into a gorge, bile bomb will have a sentry station and an UNLIMITED amount of MACs down in seconds.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>Craig/Whip/Shade combination nearly impossible to dispatch.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible Solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Decrease the health of alien structures; particularly craigs, whips, and alien upgrades.</b></i>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>MARINE DEATH COUNTDOWN...</b></i><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
From the very second the game starts, the alien faction has access to the onos evolution, and all they require is time. I've seen it happen on many occasions, both in my favor and against, where a single onos will be the deciding factor in an alien victory. A onos rushing the marine main base and forcing a distress beacon, thereby giving the alien team time to destroy marine structures all over the map, can cause an easy alien victory. A onos let loose during a difficult game for the marine faction, where they may only have weapons/armor 1 or 2, can cause an easy alien victory. All in all, the onos is a fairly easy to acquire unit for the alien faction, all it takes is time. Unless the marine team has had an early lead, they are almost always doomed to the marine death countdown. Even if the marine team has done a great job of maintaining around half the res towers, the alien team will more often than not have access to onos before the marines will have access to exos. This is often seen as "the alien mid game push" that begins as the loss of one marine base, and progresses to the marines overall loss. If the marines can't hold both bases against 1-2 onos, they are doomed to never acquire exos, and lose the game overall. I think most players could agree that they also see this as a common outcome, and consider it fairly game-breaking.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Problem:</b><!--sizec--></span><!--/sizec-->
<i><b>The onos upgrade is always available to the alien faction, and only requires players to hold res long enough to evolve for a nearly guaranteed victory.</b></i>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Possible Solutions:</b><!--sizec--></span><!--/sizec-->
<i><b>Make the onos evolution only available after the alien faction acquires 2 hives and the alien commander must upgrade it, similar to leap and bile bomb. Suggested res cost: 30.</b></i>
<i><b>Make the onos evolution only available after the alien commander places a specific onos upgrade building and upgrades it, not dissimilar from a spur or shell. Suggested building cost: 10. Suggested research cost: 30.</b></i>
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Well I hope someone appreciates the constructive feedback. This isn't something I wrote to specifically hate on the alien faction. I still do in fact enjoy playing as the aliens, I just like a challenge. I just find the aliens much easier to play and win. =3<!--colorc--></span><!--/colorc-->
Comments
How long it takes a gorge to destroy a powernode:
25s skulk
22s gorge bile
14s gorge bile w/ adren
17s onos
(these times can be doubled if nanoshield is used)
How long it takes to beacon:
4s
How long it takes to kill a gorge:
<5s
I have little sympathy for commanders losing to a single gorge. I think the power node alerts ("POWER NODE UNDER ATTACK!") are far more to blame than bile bomb. In addition, I think that significant nerfs to bilebomb would hurt alien's ability to destroy large amounts of arcs lategame or arc rush strategies mid game.
Let's also take into account gorges might also have silence (longer time before an alert).
Also, if we assume the comm is decent while without a "base guarding marine" on watch or any turrets, the comm will have no warning until the time the gorge attacks the power. It'll take a non-competative comm maybe 5-6 seconds to find where it's under attack and scan the map to see if there's any available marines to phase back to base (and discover there are none/they're all too far away) and THEN hit beacon. 3 seconds I'd figure for a good experienced comm in an equivalent situation. It'll take the marines an <b>extra second</b> to orient themselves and fire at the gorge (since I assume not all of them will spawn facing the power node).
So adding on 3-6 seconds + 4 seconds beacon time = 7 - 10 seconds lost until the marine team gets back. If the comm is distracted by a main assault and dropping medpacks or the gorge somehow dodges long enough to survive an extra second or two, that's even worse.
I'm not saying it can't be stopped, but it is very unforgiving if you don't dedicate a marine or create turrets for defense, and that's only with one player. Of course, you can Nanoshield or beacon on instinct, but then you'll be playing pingpong with gorges and wasting res if your team can't kill them.
It takes 100% of a gorges energy with adrenaline + whatever regens during the attack and about 16 seconds of constant fire to destroy a power node with bile bomb. Yes it's powerful, and multiple gorges are a SERIOUS threat, but the real danger is that it requires the marines to be aware and to respond.
It takes 100% of a gorges energy with adrenaline + whatever regens during the attack and about 16 seconds of constant fire to destroy a power node with bile bomb. Yes it's powerful, and multiple gorges are a SERIOUS threat, but the real danger is that it requires the marines to be aware and to respond.
Gorges bile bomb takes much longer to take down the shield or armor whatever the blue health bar is, but once thats gone the life drains so fast. Ive done it so many times on veil its sickening. Its so easy to play alien its not even funny. I always thought it would be hard cause you have to bite, but now that i play alien more often so i dont have to try i know i will win or have a fun time regardless if i lose because i dont care I can make a funny gorge barrier in a vent and survive the aliens doom.
my point is, hes right bile bomb needs a nerf and since ns2 has two types of health you can make bile bomb effect the arc and not the power node, and gorges should cost 20 res, it cost me 20 res for a shotgun, or 15 res for mines which gorges can obliterate with bile. Mines should cost like 5 pres and shotguns should be 15 if you are gonna let gorge be 10.
or how about this, if gorges are so cheap they should make alien structures take a ridiculous amount of time to auto build, thus making the gorge something other than a spitting pig with 3 turrets, give them a purpose, and now i can wait for people to say how unfun it will be for a gorge to build structures.... like every marine has to do.
Why are the alerts so pathetic I wonder? As a far as a minor balance change it would be good if the alerts for the marines are far more obnoxious. Especially if a power node, obs or phase is under attack.
How long it takes a gorge to destroy a powernode:
25s skulk
22s gorge bile
14s gorge bile w/ adren
17s onos
(these times can be doubled if nanoshield is used)
How long it takes to beacon:
4s
How long it takes to kill a gorge:
<5s
I have little sympathy for commanders losing to a single gorge. I think the power node alerts ("POWER NODE UNDER ATTACK!") are far more to blame than bile bomb. In addition, I think that significant nerfs to bilebomb would hurt alien's ability to destroy large amounts of arcs lategame or arc rush strategies mid game.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Your ignorance to the broken mechanic is what makes posting about this frustrating. Obviously some people can see the blatant abuse of the current bile bomb mechanic, while others like you choose to either ignore it, or more likely exploit it.
Here you outlined the different alien species, and the supposed amount of time it takes to down a power node with each. Supposing that these numbers are anywhere close to accurate, lets look at some simple facts.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Skulk</b><!--sizec--></span><!--/sizec-->
25s as a skulk to take down a power node seems fair. Why is this so insignificant? For a skulk to down a power node he has to spend that time literally on top of the power node biting it down, making him an easy target and most frequently a free kill. When skulks do push power nodes, it's at a extremely high risk of dieing. It would be extremely infrequent that a marine wouldn't spawn or phase to a base within 25s to dispatch a skulk. With skulks also being a melee alien, they expose themselves to the risk of mines. This seems fair, considering that the skulk is the basic alien unit and costs 0 res.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Gorge with bile bomb</b><!--sizec--></span><!--/sizec-->
22s to down a power node seems ridiculously high, especially when you take into consideration the splash damage that is also hitting anything else. With the current range of bile bomb, gorges can do this at little to no risk to themselves, and they can do it at such a range that they are often not even within scanning range of an observatory. While the marine commander may be lucky enough to notice this (assuming he's not busy babysitting marines on the field), chances are he wont. If the gorge simply took the path of least resistance to whichever marine base has the least "action" going on, he has an extremely high probability of downing that power node before anyone is the wiser. The problems with this are obviously compounded when you factor in the adrenaline upgrade for the alien faction. Lets break this down to a few points.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Onos</b><!--sizec--></span><!--/sizec-->
The onos unit costs a lot of res, and exposes himself to a high risk when destroying a power node. He has to both walk over mines, and place himself within the firing range of sentries. It is rare for a marine commander or team member to not notice an onos running around a base, destroying senty batteries and proceeding to the power node. It should also be noted that marine distress beacons are highly effective at downing an onos, who is a large target and sticks out like a sore thumb. The loss of an onos to the alien team is devastating, whereas the loss of a gorge is insignificant.
<i><b>Gorges can down a power node within 14-22s...</b></i>
<i><b>Gorges don't have to even enter the marine base to destroy the power node. This means that they have a less likelihood of walking on mines, or being spotted by a marine or observatory...</b></i>
<i><b>Gorges can exploit strategic vents which make it easy to bile bomb power nodes, with little to no threat to themselves...</b></i>
<i><b>The fact that marine commanders are often required to distress beacon an entire team of marines to save a marine base from a single gorge, the lowest cost alien unit in the game, is game-breaking, whether you can admit that or not...</b></i>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->I feel that pretty much every issue associated with this mechanic could be prevented with the reduced range of bile bomb, and that will remain my primary recommendation. Halving the range of bile bomb would both mean that gorges would be forced to enter marine rooms to destroy structures, and that they would be unable to destroy structures from most strategic vents. This would still allow gorges to be highly effective at the destruction buildings and arcs, just with a slightly higher risk to themselves.<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->The primary focus of this article was to be on the bile bomb mechanic, and the "marine death countdown", although I do still believe that craigs and whips could use some hp reduction when compared to the marine senty stations. Then again, marine sentry stations could be much more effective, if gorges couldn't bile bomb them down within 5-10s. =3<!--colorc--></span><!--/colorc-->
I play both aliens and marines equally. I play both pubs and competitive games.
I agree that bilebomb range can be annoying (in a very select few circumstances), but I don't think it's severe enough to be considered even an issue. The marine commander has so many tools to prevent losing his base power that if he does lose it then he deserves a strong punishment.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Gorge with bile bomb</b><!--sizec--></span><!--/sizec-->
22s to down a power node seems ridiculously high,
<i><b>Gorges can exploit strategic vents which make it easy to bile bomb power nodes, with little to no threat to themselves...</b></i><!--QuoteEnd--></div><!--QuoteEEnd-->
Go and test it for yourself and you'll see that it does in fact take about 22 seconds as a gorge w/ no upgrades to take out a power node. I just did myself and it does take this long.
Plus, there aren't many vents that allow gorges to bile the power node from the vent and keep out of harms way.
What's frustrating is people who make up numbers just to complain about something they feel isn't right.
one of the easy nodes i can think of is Tram elevator transfer which you can hit from outside the room
I play both aliens and marines equally. I play both pubs and competitive games.
I agree that bilebomb range can be annoying (in a very select few circumstances), but I don't think it's severe enough to be considered even an issue. The marine commander has so many tools to prevent losing his base power that if he does lose it then he deserves a strong punishment.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could you actually tell me what tools? It is widely agreed that turrets are a joke and if you're putting them down they're just extra res you lose to bilebomb. Mines don't work. Blocking the power doesn't work against bilebomb (well, unless you position it correctly like creating two armories to wall the power in front of the node at Veil to basically create a barrier but the gorge can still lob over it). The only counter I see is having a dedicated welder/base monkey warping back and forth between bases.
Thing to note: it takes 22s of continuous Bilebombing to take down the power, excluding the DOT. Meaning even if the gorge dies before hand the power can still go down.
Now, I'm not saying it's unstoppable but the learning curve is steep and unforgiving for that mechanic.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Walling structures doesn't work and has a high cost of res...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Sentry stations don't work and have a high cost of res...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>MACs repairing structures doesn't work because bile bomb is AOE and will destroy the MACs...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>ARCs only attack structures and are useless against gorges...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Mines are ineffective against gorges, as gorges don't even have to enter the room to hit the structures, AND gorges can use their primary attack to destroy mines...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>The distress beacon can be used at a high cost of res, this will often lead to the destruction of other marine structures, and requires marines to scramble through phase gates to defend the rest of the map. Assuming the marines kill the gorge, the gorge player is guaranteed to have enough res to come back and exploit the same weakness, therefor making the marine commander have to distress beacon his team constantly into an eventual loss...</b></i><!--sizec--></span><!--/sizec-->
<!--colorc--></span><!--/colorc-->
As far as I can tell, these tools do not exist. Anything short of the commander permanently assigning 1 marine per base to watch out for gorges will allow gorges to exploit this considerably unfair weakness.
That eliminates essentially every option that is available to the marine commander. I agree with the previous poster, in that the power nodes placement could be considered part of the issue, but moving every power node location in every room in every map to prevent gorges from exploiting this insane weakness would take much more time for the developers than say just decreasing the range of bile bomb.
I like the concept of bile bomb, I really do, just currently it happens to be overpowered.
Over to you UWE.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Walling structures doesn't work and has a high cost of res...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Sentry stations don't work and have a high cost of res...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>MACs repairing structures doesn't work because bile bomb is AOE and will destroy the MACs...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>ARCs only attack structures and are useless against gorges...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>Mines are ineffective against gorges, as gorges don't even have to enter the room to hit the structures, AND gorges can use their primary attack to destroy mines...</b></i><!--sizec--></span><!--/sizec-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>The distress beacon can be used at a high cost of res, this will often lead to the destruction of other marine structures, and requires marines to scramble through phase gates to defend the rest of the map. Assuming the marines kill the gorge, the gorge player is guaranteed to have enough res to come back and exploit the same weakness, therefor making the marine commander have to distress beacon his team constantly into an eventual loss...</b></i><!--sizec--></span><!--/sizec-->
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As far as I can tell, these tools do not exist. Anything short of the commander permanently assigning 1 marine per base to watch out for gorges will allow gorges to exploit this considerably unfair weakness.
That eliminates essentially every option that is available to the marine commander. I agree with the previous poster, in that the power nodes placement could be considered part of the issue, but moving every power node location in every room in every map to prevent gorges from exploiting this insane weakness would take much more time for the developers than say just decreasing the range of bile bomb.
I like the concept of bile bomb, I really do, just currently it happens to be overpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
So basically nothing stops a player from destroying your base except another player. I fail to see a problem with that. One of the core design philosophies here is PvP not PvE. If you can stop a gorge bile without player support then you have basically beaten a player (the gorge) with a pve mechanic.
One Gorge vs one defending marine goes to the marine (even with the spit fix if the marine isn't pants on head retarded). More gorges requires more defense, which makes perfect sense. Nanoshield also more than doubles the time it takes because of the energy cost, so you have plenty of time to get a marine to respond unless ALL of your marines are attacking, which is your own strategic failure IE you deserve what you get. It's not a case of 1 marine per base, that's what phasegates are for, it's just 1 marine per gorge.
The only thing I can really say needs to be fixed here is the alert system, which is broken for both sides in a lot of cases.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->The distress beacon can be used at a high cost of res, this will often lead to the destruction of other marine structures, and requires marines to scramble through phase gates to defend the rest of the map. Assuming the marines kill the gorge, the gorge player is guaranteed to have enough res to come back and exploit the same weakness, therefor making the marine commander have to distress beacon his team constantly into an eventual loss...<!--colorc--></span><!--/colorc--></b></i><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Again, I'll say it big and colored since you like that so maybe you'll hear me. It does not take a few seconds for a gorge to take out a power node!<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
And why use beacon if you have phase gates? As long as you have a good comm who knows what's going on, he can ask for people to phase to base and take out the gorge. It's not that hard.
Thing to note: it takes 22s of continuous Bilebombing to take down the power, excluding the DOT. Meaning even if the gorge dies before hand the power can still go down.
Now, I'm not saying it's unstoppable but the learning curve is steep and unforgiving for that mechanic.<!--QuoteEnd--></div><!--QuoteEEnd-->
1) Obs in that corner of the base to watch for incoming blips.
2) Positioning your marines well enough that makes it difficult and time consuming for a gorge (or skulk) to walk into your base. IE in docking, having a player in cy/stability, a player down locker side, a player in east wing.
3) Nanoshield on the powernode (buys you at least 5s more time).
4) Getting out of the chair and shooting the gorge (buying yourself a shotgun with your 20 pres can help).
5) Yelling for someone to phase back asap.
6) Beacon if necessary.
2) Positioning your marines well enough that makes it difficult and time consuming for a gorge (or skulk) to walk into your base. IE in docking, having a player in cy/stability, a player down locker side, a player in east wing.
3) Nanoshield on the powernode (buys you at least 5s more time).
4) Getting out of the chair and shooting the gorge (buying yourself a shotgun with your 20 pres can help).
5) Yelling for someone to phase back asap.
6) Beacon if necessary.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup.
If you let a single gorge GG your base. You failz.
Simply get out of the comm chair and weld the power node. A gorge with adrenaline lobbing bilebombs at a power node will run out of energy before he kills the power node; if you are welding it and get there within a few seconds of him starting his attack. Drop a nanoshield for further cushion.
Beat me to it :(
Thanks for the feedback community. I' love the game as is and of course always hope for improvement of any kind. Happy gaming. =3