Carapaced lerks (imo) were just about right, in terms of damage taken, in 1.03. You could get away if you flew well, but if you mess up you die. Just have to see how much this balance is affected in 1.04e <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
<!--QuoteBegin--Kilmster+Jan 16 2003, 01:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 16 2003, 01:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The game should definitely be balanced in the favor of clanplay, balancing it for public play is rubbish.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Hiss! boo! That exclamation is pure high grade rubbish. Finest I ever saw.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The game should definitely be balanced in the favor of clanplay, balancing it for public play is rubbish.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And where do you think those clan players will come from, perchance?
Good Clanplayers are the ones who dont whine about the changes, rather they adapt. Only the newbies whine, because that is all they can do, because they do not have the talent/will/brains to do anything else but blame the developers for their shortcommings, if one gets murdered, it is one's own damn fault.
Good clanplayers come from pubs, these players are the ones who are consistently dominate and eventually get invited to scrim with a team, or group up with a few other people and create their own team.
The players that are seeking clans (not the usually newbs with the [NeedClan] tag) will find a way to dominate regardless of the changes made in NS.
So, in your own convoluted ways, what you are saying is that the game should rather cater for the pub'ers than the clanners? Since they will adapt and perservere.
True dat. I still wonder why they have FF turned on for tournament. It is entirely redundant IMO, but I live (and die) with it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I assume the idea is to get people to use lerk more, but the Lerk is just not worth the 33 resources in the early stages of the game, either the lerk has to be able to stay in the air a little longer when not using adrenaline, or it needs more HP and or armor and or keep the lerk the same and reduce the RP needed for the Lerk.
With the new, lower value for carapace, the fades will have to retreat to heal much MUCH sooner whenever they have to deal with me when I don't get a better gun than the LMG.. I can usually drop a fade to 54 health alone taking direct hits with level 2 upgrades, level 3s just mean I get sneakier and kill the monsters before they can reach their precious defence nodes.
As for the people complaining about the level 3 upgrades ripping you a new one. We know already, as should any good comm realize that 10 level 3 vanilla marines kick more butt than 3 HA/HMG marines.
I haven't tried 1.04 since the famous "infection" began, so I'll be excited to try out these new changes if I get the chance to.
There is no clan play balance or pub game balance.
If a game is BALANCED (ie the sides are equal in terms of power but with different abilities) then it's balanced. Clans are playing the same game, they are just playing with organized sides(hopefully).
Instead of Clan/pub balance, they should just focus on balancing the sides letting the population take it from there.
honestly.. sorri to say but i think making grenades NOT hurt the firer is STUPID.. why? because now they can spam up close without having to think twice whether it wil hurt them...
<u><b>Note:</b></u> Read the change log carefully, it says that it fixed a bug where grenades weren't hurting the firer. This means that grenades now properly DO hurt the firer.
SIDENOTE FOR ALL YOU WHO CANNOT READ WELL: As posted in the forums many many many many times, the Grenade launcher, somehow, stopped doing damage to its holder in a 1.04beta patch. They have now found the problem, and fixed it. This means that grenade launchers, which hurt the aliens very much, will now hurt marines very much if they think they can drop "presents" at their feet. That is why they said the damage for GL's on their owners is FIXED. They fixed it. It's fixed, no more problem, marines go boom if they hold GL and shoot the skulk at their feet. It's FIXED. ok? Anybody not understand that?
[/rant] [note] sorry, but this is the 9th time I've seen someone complain about the GLs now being broken, please spore me if this is too cruel[/note]
[edit]The guy I mentioned in the beginning fixed his post, so I removed his name ;-)[/edit]
Yes, the carapace thing is the real surprise to me. Fades have always been powerful and maybe worth more than 44 res, but that's with the old carapace. To both lower carapace, and raise cost is quite a surprising thing to do.
Most of the 1.04 games I've played have been very even, to be honest. I'm a regular vadakill server player, and we've had wins for marines and aliens... pretty much equal to be honest. Grenade launchers have been used more, and the marines have been upgrading alot more.
I've found that marines are having an easier time of defending base and one hive (or just the one hive and a few res if they rebased), than before. This allows them to get level 3 weapons, and at least level 2 armor (not to mention HA/HMG/GL). In effect, this makes fades alot less powerful than before, when you'd have one fade take out a squad of light marines. Now, two light marines with LMG's (and level 3 weapon and armor) can do massive damage to a fade, and most likely kill him.
Over time, the marines either push out from their base and win, or the aliens slowly take them out by starving them of res (by ganging up on heavies).
Overall, the game has become alot harder for aliens. Skulks are being ripped to shreds now... people have been playing long enough that they can track skulks easily, and kill them fast. Level 3 carapace has become vital to making it anywhere in game early on (before the second hive is done building). Fades have been getting mashed, because marines are doing lots of damage. The siege is still as powerful, because most of the time it is build right outside a hive. The range just fixed bugs like bast's engine room sieging. Comms just ping alot more now.
With 1.04d, fades were not as big a threat as in previous builds. With 1.04e, it seems like fades will be about as scary as skulks... in fact, marines might love seeing fades come up, because when that fade dies, 54 res will be up in smoke. Gorges will also have to rethink build strategies. No longer can you survive with only 2-4 res in the early-mid game. Aliens will have to cover alot more res nodes, as well as cover alot more ground.
I'm very wary about this build, because the games I've been playing have been good.
just want to remind you all, if the aliens really need fades as soon as hive2 is up (cos its being attacked etc), then the gorges can save 54 res, and go fade straight away all you need is the skulls to have 13 res to take over the gorges old spot..
anyways, the 1.04a-e patches just means the developers are trying really hard to balance this game out now, and you should all go on and help balance in actual games then talk theory <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
If you are a die-hard-marine-only player...or a biased-as-hell-alien-only player...PLEASE...DON´T...POST IN BALANCING THREADS. It´s so obvious you´re not after balancing...you´re after domination.
ogz- albeit a valid point, the "let gorges suck up the resources fast to go fade" theory would destroy aliens, that's why gorges should be allowed by all players. If you want to be greedy, suck up 3x your normal resource count, morph to fade, die, repeat. See how happy your teammates become! Hours of enjoyment in close games, really.
It's a valid strat, but on pubs, you'll see everyone morphing into either gorge or fade. And neither will be doing an oz. of good.
I think the combination of these changes is probably too much...
- IMHO the carapace change will hurt hive 1 aliens, whilst leaving fades in roughly the same state. [and hive 1 aliens are NOT overpowered by any stretch of the imagination] (most of the 'good' fades don't buy carapace anyway...) - the resource increase for fades is going to increase the length of time for fades to appear, which I think is about right moment, and doesn't need changing. [but increasing the cost does make sense]
Maybe - refund the aliens after the hive is built, to the value of e.g. 10 resources per player [in other words... the 'time to first fade' remains basically constant, but fades still cost 54 resources? and a fade death would still be very painful]
Personally, I would undo the carapace change - or make it dependant on the alien.
<!--QuoteBegin--Purelace+Jan 15 2003, 02:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Purelace @ Jan 15 2003, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So now marines with level 3 weapons won't merely "negate" the carapace effect, they'll outright butcher skulks with their weapons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Given that level 3 weapons cost 50+20+40+80= 190 resources, and take a long time to achieve, don't you think that they should butcher skulks (which are free, for heaven's sake!)
<!--QuoteBegin--dumbo+Jan 16 2003, 01:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dumbo @ Jan 16 2003, 01:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(most of the 'good' fades don't buy carapace anyway...) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Umm... were you serrious or just joking? A Fade having anything other than carapce is dead meat, especially with the proposed changes in 1.04. 2 LMG marines can easily kill a(carapce) fade by rushing at it(unless the fade is good and rushes at them with slash), and shooting it in center mass. If you dont have the 21% redux(1.04e) from carapce 1 LMG marine can kill you with 1 clip. I cant wait to see the final 1.04 patch in action. I love to see how gameplay adjust to suit the changes. I feel having the fade cost 54 will be VERY detrimental to public games, Its very hard to make people understand that having 2 gorges (or even 3 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ) is a very bad thing. When you see the second hive go up, and it takes a full 45 seconds to get to 34/66 you know you are screwed. (and its not the lack of RTs ither, Ive been in a game when we controlled 80% of the res, we had Eclipse, Triad, Alpha, Power Sub, CC, and Horse, the marines had Maint and Spawn) we had 3 gorges and it literally took 5 minutes to get to 44/66 from 33/66. Well thats my $0.02
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Given that level 3 weapons cost 50+20+40+80= 190 resources, and take a long time to achieve, don't you think that they should butcher skulks (which are free, for heaven's sake!) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
190 Res is pocket change for Marines. I mean jeez you start the game with near 100, and nodes can be capped easily if you have several working on the node and several covering them.
Marines have no problem with res, I've played from both sides, and if you get 2+ nodes you will be fine. You will have to wait sometimes for res, but it will come in at a good tick.
BTW, Marines are free too. Unless your too cheap to spend 1 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ive been in a game when we controlled 80% of the res, we had Eclipse, Triad, Alpha, Power Sub, CC, and Horse, the marines had Maint and Spawn) we had 3 gorges and it literally took 5 minutes to get to 44/66 from 33/66<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I dont think you should have 3 gorges then =].
On topic, i still see little to prevent an early HMG rush br marines. Maybe the lerks spikes can be boosted even more making it a feasilbe option for defense at 1 hive ?
Umm... were you serious or just joking?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"serious". Don't ask me why - I am not a good fade, but the 2-3 fades that I truly HATE to face all tend to get regeneration.
Anyway, I stick by my above proposal... - give each alien 10 resources when a hive is built - return carapace to what it was, or target the nerf at whatever needed nerfing - leave fades at 54 resources
Perhaps the nerfing of carapace was more to encourage people to build other chambers and evolve different things. This can also be seen with the improvement of the movement chamber. Have confidence. I'm sure if the carapace changes are bad they'll be changed back.
OMG, release the patch already <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Im trying to be patient, considering its alomost been three weeks since it was announced.
Ya I know, shutup playerhater! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
An article with all the effects on all combinations of weapons and carapace level both pre- and post 1.04e posted <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=19891' target='_blank'>here</a>. Includes a nice spreadsheet.
The game is not balanced nor is it anywhere near completion. They are still adding a LOT. And when things are added, they need to be balanced. Geeeeeet used to it.
<!--QuoteBegin--Weedkiller+Jan 16 2003, 08:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Weedkiller @ Jan 16 2003, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Perhaps the nerfing of carapace was more to encourage people to build other chambers and evolve different things.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes, and with the increase in res cost for fades, we may actually start to see some people use redemption. It gives you a free chance to save your life - no matter how badly you mess up, or how clever the marines are at trapping you, you loose nothing but a bit of time (if it works, of course). The fact that everyone never even considers it over or regen or carapace suggests that they might be a bit too powerful somewhere. Of course - it may be the entire random aspect of it - you cannot rely on it in the slightest. And as a side point, can people calm down a bit about the changes in the betas. A lot of the posts seem to be along the lines of "carapaced nerfed and cost increased for fades". It may sound bad, but the devs's are actually doing the sensible thing and trying it out to see how it works. Your conjecture is nice, but rather useless compared to actual experimentation.
<!--QuoteBegin--TenSix+Jan 16 2003, 09:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TenSix @ Jan 16 2003, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Given that level 3 weapons cost 50+20+40+80= 190 resources, and take a long time to achieve, don't you think that they should butcher skulks (which are free, for heaven's sake!) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
190 Res is pocket change for Marines. I mean jeez you start the game with near 100, and nodes can be capped easily if you have several working on the node and several covering them.
Marines have no problem with res, I've played from both sides, and if you get 2+ nodes you will be fine. You will have to wait sometimes for res, but it will come in at a good tick.
BTW, Marines are free too. Unless your too cheap to spend 1 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That depends heavely on map... For example on bast its quite easy for aliens to get 4/5 res node in a short time frame, but in maps like eclipse is quite more difficult for them to get a few res chambers up....
I don't mind that aliens have been nerfed a bit, becasue I think they should be. Until E all the v1.04 games I played were 80% alien victories. It just seemed like with level3 armor and weapons that marines just slaughtered us no matter what we did, and we had three hives and all res nodes but 2. In AOK there is no situation where you own 90% of the map, and then your enemy researches 2 technologies and proceeds to win.
Of course it was just one game the first night the new patch was released, so we'll see how it goes.
Comments
Hiss! boo! That exclamation is pure high grade rubbish. Finest I ever saw.
And where do you think those clan players will come from, perchance?
Good clanplayers come from pubs, these players are the ones who are consistently dominate and eventually get invited to scrim with a team, or group up with a few other people and create their own team.
The players that are seeking clans (not the usually newbs with the [NeedClan] tag) will find a way to dominate regardless of the changes made in NS.
True dat. I still wonder why they have FF turned on for tournament. It is entirely redundant IMO, but I live (and die) with it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
As for the people complaining about the level 3 upgrades ripping you a new one. We know already, as should any good comm realize that 10 level 3 vanilla marines kick more butt than 3 HA/HMG marines.
I haven't tried 1.04 since the famous "infection" began, so I'll be excited to try out these new changes if I get the chance to.
If a game is BALANCED (ie the sides are equal in terms of power but with different abilities) then it's balanced. Clans are playing the same game, they are just playing with organized sides(hopefully).
Instead of Clan/pub balance, they should just focus on balancing the sides letting the population take it from there.
<u><b>Note:</b></u> Read the change log carefully, it says that it fixed a bug where grenades weren't hurting the firer. This means that grenades now properly DO hurt the firer.
As posted in the forums many many many many times, the Grenade launcher, somehow, stopped doing damage to its holder in a 1.04beta patch. They have now found the problem, and fixed it. This means that grenade launchers, which hurt the aliens very much, will now hurt marines very much if they think they can drop "presents" at their feet. That is why they said the damage for GL's on their owners is FIXED. They fixed it. It's fixed, no more problem, marines go boom if they hold GL and shoot the skulk at their feet. It's FIXED. ok? Anybody not understand that?
[/rant] [note] sorry, but this is the 9th time I've seen someone complain about the GLs now being broken, please spore me if this is too cruel[/note]
[edit]The guy I mentioned in the beginning fixed his post, so I removed his name ;-)[/edit]
Most of the 1.04 games I've played have been very even, to be honest. I'm a regular vadakill server player, and we've had wins for marines and aliens... pretty much equal to be honest. Grenade launchers have been used more, and the marines have been upgrading alot more.
I've found that marines are having an easier time of defending base and one hive (or just the one hive and a few res if they rebased), than before. This allows them to get level 3 weapons, and at least level 2 armor (not to mention HA/HMG/GL). In effect, this makes fades alot less powerful than before, when you'd have one fade take out a squad of light marines. Now, two light marines with LMG's (and level 3 weapon and armor) can do massive damage to a fade, and most likely kill him.
Over time, the marines either push out from their base and win, or the aliens slowly take them out by starving them of res (by ganging up on heavies).
Overall, the game has become alot harder for aliens. Skulks are being ripped to shreds now... people have been playing long enough that they can track skulks easily, and kill them fast. Level 3 carapace has become vital to making it anywhere in game early on (before the second hive is done building). Fades have been getting mashed, because marines are doing lots of damage. The siege is still as powerful, because most of the time it is build right outside a hive. The range just fixed bugs like bast's engine room sieging. Comms just ping alot more now.
With 1.04d, fades were not as big a threat as in previous builds. With 1.04e, it seems like fades will be about as scary as skulks... in fact, marines might love seeing fades come up, because when that fade dies, 54 res will be up in smoke. Gorges will also have to rethink build strategies. No longer can you survive with only 2-4 res in the early-mid game. Aliens will have to cover alot more res nodes, as well as cover alot more ground.
I'm very wary about this build, because the games I've been playing have been good.
Ravlen
all you need is the skulls to have 13 res to take over the gorges old spot..
anyways, the 1.04a-e patches just means the developers are trying really hard to balance this game out now, and you should all go on and help balance in actual games then talk theory <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
If you are a die-hard-marine-only player...or a biased-as-hell-alien-only player...PLEASE...DON´T...POST IN BALANCING THREADS. It´s so obvious you´re not after balancing...you´re after domination.
You know who you are. And we do, too....
It's a valid strat, but on pubs, you'll see everyone morphing into either gorge or fade. And neither will be doing an oz. of good.
- IMHO the carapace change will hurt hive 1 aliens, whilst leaving fades in roughly the same state. [and hive 1 aliens are NOT overpowered by any stretch of the imagination] (most of the 'good' fades don't buy carapace anyway...)
- the resource increase for fades is going to increase the length of time for fades to appear, which I think is about right moment, and doesn't need changing. [but increasing the cost does make sense]
Maybe - refund the aliens after the hive is built, to the value of e.g. 10 resources per player [in other words... the 'time to first fade' remains basically constant, but fades still cost 54 resources? and a fade death would still be very painful]
Personally, I would undo the carapace change - or make it dependant on the alien.
I think the changes are a bit much...but that's me...
/me shrugs...will wait till I can ACTUALLY PLAY on 1.04, unlike most who bash it without seeing it.
Given that level 3 weapons cost 50+20+40+80= 190 resources, and take a long time to achieve, don't you think that they should butcher skulks (which are free, for heaven's sake!)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Umm... were you serrious or just joking? A Fade having anything other than carapce is dead meat, especially with the proposed changes in 1.04. 2 LMG marines can easily kill a(carapce) fade by rushing at it(unless the fade is good and rushes at them with slash), and shooting it in center mass. If you dont have the 21% redux(1.04e) from carapce 1 LMG marine can kill you with 1 clip. I cant wait to see the final 1.04 patch in action. I love to see how gameplay adjust to suit the changes. I feel having the fade cost 54 will be VERY detrimental to public games, Its very hard to make people understand that having 2 gorges (or even 3 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ) is a very bad thing. When you see the second hive go up, and it takes a full 45 seconds to get to 34/66 you know you are screwed. (and its not the lack of RTs ither, Ive been in a game when we controlled 80% of the res, we had Eclipse, Triad, Alpha, Power Sub, CC, and Horse, the marines had Maint and Spawn) we had 3 gorges and it literally took 5 minutes to get to 44/66 from 33/66. Well thats my $0.02
190 Res is pocket change for Marines. I mean jeez you start the game with near 100, and nodes can be capped easily if you have several working on the node and several covering them.
Marines have no problem with res, I've played from both sides, and if you get 2+ nodes you will be fine. You will have to wait sometimes for res, but it will come in at a good tick.
BTW, Marines are free too. Unless your too cheap to spend 1 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I dont think you should have 3 gorges then =].
On topic, i still see little to prevent an early HMG rush br marines. Maybe the lerks spikes can be boosted even more making it a feasilbe option for defense at 1 hive ?
Umm... were you serious or just joking?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"serious". Don't ask me why - I am not a good fade, but the 2-3 fades that I truly HATE to face all tend to get regeneration.
Anyway, I stick by my above proposal...
- give each alien 10 resources when a hive is built
- return carapace to what it was, or target the nerf at whatever needed nerfing
- leave fades at 54 resources
Ya I know, shutup playerhater! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Yes, and with the increase in res cost for fades, we may actually start to see some people use redemption. It gives you a free chance to save your life - no matter how badly you mess up, or how clever the marines are at trapping you, you loose nothing but a bit of time (if it works, of course). The fact that everyone never even considers it over or regen or carapace suggests that they might be a bit too powerful somewhere.
Of course - it may be the entire random aspect of it - you cannot rely on it in the slightest.
And as a side point, can people calm down a bit about the changes in the betas. A lot of the posts seem to be along the lines of "carapaced nerfed and cost increased for fades". It may sound bad, but the devs's are actually doing the sensible thing and trying it out to see how it works. Your conjecture is nice, but rather useless compared to actual experimentation.
190 Res is pocket change for Marines. I mean jeez you start the game with near 100, and nodes can be capped easily if you have several working on the node and several covering them.
Marines have no problem with res, I've played from both sides, and if you get 2+ nodes you will be fine. You will have to wait sometimes for res, but it will come in at a good tick.
BTW, Marines are free too. Unless your too cheap to spend 1 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That depends heavely on map... For example on bast its quite easy for aliens to get 4/5 res node in a short time frame, but in maps like eclipse is quite more difficult for them to get a few res chambers up....
Ok... we'll see how this works
Of course it was just one game the first night the new patch was released, so we'll see how it goes.