How To Improve The Tsa

TomtenTomten Join Date: 2002-11-10 Member: 8138Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">I know it's the wrong forum :|</div> Ok, I know i'm posting in the wrong forum, but I just can't help myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


I think more things needs to be added to differentiate the TSA from the Kharaa. TSA are
supposed to be these slow-moving guys with big guns and fortified bases. The Kharaa are
fast moving and spreads like the plague. Here's a couple of suggestions on how you could
accomplish this.

Note that most of these changes would make the TSA weaker. I firmly belive that their only
weak point at the moment, is that their base defenses and structures are to weak, while
their weapons are a bit to powerful, and don't require much skill to use. With these
changes all weapons would have their weak points, forcing commanders to use a variety of
weapons and tactics. The TSA bases would become stronger, while making turretfarming and camping much less efficent.

I've choosen to ignore most of the changes in the 2.01a to 2.01c releases.


<b>TSA</b>

Old Features revised

O Turret farming is currently a problem. Add a cap to the amount of turrets you can place
in an area (like the web ablitiy). 5 to 6 would be more then enough. Increase turret health
moderately. This would force the marines to expand and the commander would have to learn how to place turrets properly. It would make TSA fortification hold of the Kharaa for a bit longer. A single gorge with bilebombs and adrenaline can wreck a undefended base in under a minute.

O Decrease the cost of mines greatly. Decrease mine damage moderately. Mines don't damage marines. This would give mines a new role. They wouldn't be able to kill skulks,
just weakening them, so LMG marines could take them down. Also add a limit to the amount
of mines that can be placed in an area, to stop farming. Gorges bilebomb shouldn't work
on mines. Gorges spit should destroy mines one at a time.

O Jetpack should be improved, since they are not used at all in 2.0. I get the feeling that
they are *supposed* to be the primary way to slay an onos, but they are not used for that
purpose at all. Decrease costs, and in terms of thrust, control and fuel, make it a
mix between the 1.4 and 2.0 jetpack.

O HMG Spread. Increase the clip size to 150, but increase spread greatly. Add a secondary
fire mode, which makes you immobile, but decreases spread. You would still be able to turn
360 degrees, but moving would be impossible. This would help stablise the TSA role as
slow-moving but powerful. Having the spread increased when moving would force the TSA to advance at a slow pace, always securing an area before they move forward. It would also improve teamplay, since marines would be more prone to watch each others backs, as they are weaker when their HMG guys ain't deployed and immobile. It would also give the shotgun a greater role, since HMG guys would have some trouble hunting down lerks and fades with acidrockets. Deployed HMG's would have REALLY high accuracy, but the cons would be that they won't be able to weld their allies (when immobile), nor will they be able to move out of harms way from xenocide or a charging onos. Placement would be important, and having allies that weld you when necessary.

O Grenade Launcher. This weapon was designed to damage structures. It's damage versus mobile targets should be greatly decreased. Clip size is fine as it is, but remove the armory
exploit, which makes it possible to reload the GL directly from the armory, so you can sit
in base and spamm 'nades at an incredible rate.

O Shotguns is arguably to strong. One way to tune it down might be to decrease clipsize
slightly, or make you unable to fire once you have started reloading. These chances would
maintain the shotguns status of a hard-hitting weapon, but it would leave the marine
vulnerable once the clip is emptied.

O Resource towers. TSA resource towers should be able to withstand a great amount of damage. Health should be increased by 50% making it harder for lone Kharaa to destroy the RT on his own. This would also force the Kharaa to cooperate more since it take a while for a lone skulk or fade to destroy a single RT. Electrified defenses for RT's and TF's should cost 20 RT's and damage ONLY skulks, but deal a greater amount of damage, making it harder for skulks to touch RT's. This would also force skulks to target the turrets instead of the TF (if electrified). Electrified defenses should also upgrade faster.

O Phasegates should be able to withstand slightly more damage. Otherwise they are fine as they are.

O Medpack Spamming. I don't see this as a feature. Commanders should only be able to drop a medpack every 2-4 seconds. Newbie commanders abuse this far to much, and most of the time it's just a waste of resources that hurts them team. Learning to handle your resources is critical for becoming a good commander, every wannabee commander should learn this from day one.

O Armory. The advanced armory should upgrade about twice as fast. With sensory
chambers, fades and lerks, there's really no need to have it take any longer. The Kharaa
can still fight back. With the removal of medpack spamm, it'll also be harder to keep HMG
and shotgun marines alive. The advanced armory should also be able to heal marines. Having the regular armory heal might make it a bit unbalanced, since you could drop an armory at each hotspot. The advanced armory is more expensive, so having it heal marines would be more logical, since it's most often built in the TSA HQ.



New Features

O Command markers. The commander should be able to place "markers" on the map. Twenty markers could be in play at any time. Markers would show up on the marines pop-up map. A sound "commander placed a marker" would play everytime a commander place a marker on the map.

* Hotspot marker (a contested area)
* Alien resource tower marker (to show marines where alien res is)
* Sensory chamber marker (an area with sensory chambers, to warn marines)
* Reinforce this area marker (tell marines where to go)
* Any Additional markers that would be helpful

Markers would make the commanders life so much easier. We could concentrate more on
giving orders to individual soldiers, and more easily tell our marines where
there is a large number of kharaa, where they are building resource towers and where they
have placed sensory chambers!


O Boring marines. The TSA are pretty boring in comparison to the Kharaa. Add a new armor
(cloaking suit). It would accumulate energy like an observatory and this energy could be
used to cloak the marine. Kharaa hives would uncloak marines. Marines with this suit would
only be able to carry a basic pistol and knife. Strategic use of this suit would be to go
behind Kharaa lines to establish phasegates, to get past the Kharaa offenses and right into
their hive. Offensive capabilities of this suit would be close to zero. At the most he would
be able to kill a skulk. It would also be useful for recon and taking out undefended RT's.
Once the marine is uncloaked (or he turns it off), he would be unable to cloak for 15-20
seconds.

An advanced upgrade for the cloaking suit could be a bomb. It would be placed on the ground. Have a detonation time of 20 seconds. Aliens could destroy it. When placed it would
deal 1200 damage to structures only. THe bomb would cost 15-20 resources and you could one carry one at a time. It would be visible on ground, marked by a flashing red light (so if
there are any kharaa in the vicinity, they would see it).


O A new weapon. They should add another weapon for destroying structures. It would replace the primary weapon. Deal moderate damage to kharra (40
that's 10 more then a TSA knife) and would deal twice as much damage to structures. It wouldn't be a great weapon, since it replaces the primary slot, but it would have a moderate
cost, and could be used either by rambos, or as a support weapon for heavies.

Another weapon they could add would be a push-gun (don't have a good name for it).
It would replace your primary weapon. Have a slow rate of fire and low clip-size. It
would throw the Kharaa for short distance (not working at all on onos). The push-gun would
deal almost no damage (maybe 10 or 15) and would be a support weapon for marines moving in group.

Comments

  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    Heh, seems like the post is to long, none wants to comment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    *sniffs sadly*
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    It's Smart_Bomb the third!!!!

    Seriously, these are major changes. You can't expect Flayra to make a 'Cloaking suit' or a 'push gun' just out of the blue any more than you can expect him to include a scorpion that hovars without flapping (hence my comparision to Smart_Bomb).

    Contrary to popular opinion, Smart_Bomb actually spelled scorpion correctly, which makes it doubly amusing that he spelled "hover" wrong.

    Anyway, lockage commencing in T minus 5 posts......
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    edited August 2003
    Yeah I know, but that's why it's called suggestions.

    Much of it is very much do-able though, and should be fixed.

    I think everyone can agree on that they have to add a cap to turrets, and do something about 'nade spamming using armories.

    Stopping medpack spamming would also be good, since it almost never helps the marines. It just burns their resources <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    The cloaking suit is a good idea, and wouldn't unbalance the game in any way, rather add more tactics. But i'm pretty certain that it will never be added, since it would require alot of work. I've also read that Flarya didn't plan on adding much new stuff to the marines, like weapons and armor. However, I decided to post it anyway, and at the same time contribute with ideas that would be easier to implement. I'm not one of the guys who post some silly idea just because I think it would be cool. I've though this over and decided upon something that would add more depth to the game. It's pretty annoying to get comments that only cover a small part of the topic.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited August 2003
    <!--QuoteBegin--Tomten+Aug 10 2003, 11:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Aug 10 2003, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah I know, but that's why it's called suggestions.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, that's why it's also called Suggestions and Ideas forum. Post in about a week (or whenever it's supposed to open), until then, no suggestions are to be made for health reasons of the moderators and admins.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited August 2003
    <!--QuoteBegin--Smart_Bomb... I mean Tomten+Aug 10 2003, 12:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smart_Bomb... I mean Tomten @ Aug 10 2003, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I firmly belive that their only
    weak point at the moment, is that their base defenses and structures are to weak, while
    their weapons are a bit to powerful, and don't require much skill to use. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Your belief is wrong. Their only weak point at the moment is that the aliens expand much faster than they do. Well, that, and trying to screape together some teamwork on public servers.

    <!--QuoteBegin--Tomten+Aug 10 2003, 12:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Aug 10 2003, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I get the feeling that they (jetpacks) are *supposed* to be the primary way to slay an onos, but they are not used for that purpose at all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You're getting a very wrong feeling. Jetpacks were supposed to be an interesting way for marines to have more freedom of movement, speed, and mobility. They were supposed to let Marines use vents and be kind of entertaining. They were not meant to allow Marines to fly down corridors so fast that OCs can't track them. They were not meant to make high-ping players invincible in one-on-one combat. They were not intended to let marines slip into hives, bypassing all defenses. And they were not meant to be the anti-onos. HA was supposed to be the ultimate marine upgrade, that's why it costs more. Jetpacks were just supposed to be an interesting feature. It was oversight on the developer's part that they got abused as much as they did.

    You should qualitfy your statements about NS gameplay with "I believe" or "I think" or "In my opinion" more often. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    edited August 2003
    Warpzone : I dont know where you got that attitude, but I can safely say that you presume to much. I didn't say that they should take back jetpacks to 1.04. I said that it needed to be improved so it would be useful again. Having something useless in game that's almost never used isn't fine, or is it?

    What does it mather how I qualify my statements, it's still my opinion is it not? However I sugarcoat my words i'm still expressing the same opinion. If it's faulty or not is up to whoever reads it to decide.

    However, It annoys me when people come up with random comments that don't even relate to what I wrote in the first place.

    Oh, and btw, how CAN'T jetpacks be the ultimate Onos weapon when it's the only armor that allows you to
    get out of reach from an onos? I think the biggest reason why it isn't used right now is because it's more expensive then it used to be. Tweaking costs back to 1.04 would probably make it much more attractive. It's still very easy to counter with skulks and lerks, so I doubt it would become to good.
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    edited August 2003
    add a gel flamethrower... it is not volumetric... but it shoots napalm that sticks to and burns stuff. has a short range but can be slpatted onto aliens who, when redeem will still be burning.

    but seriously.
    mariens have to have a way to expand faster. that is the main problem... its is actually possible for mariens to rush a 2 or 1 hive lockdown and succeed. in the meantime the mariens will alos be able to secure resource nodes. resource rushing seems to be the most effective marien strategy but it only works against aliens that do not attack the base.
    to balance the game is believe that there has to be something implemented in order to encourage and help marien resource tower rushing. i believe the main problem in 2.0 is that upgrade progression for mariens are not beeing kept in line with alien upgrades.

    another solution would be to make tower upgrades dependent on the number of hives. what is the point have having 3 levels of upgrades when three towers can be created with only 30 resources and 10 for the gorge. the time between level1 upgrades and level 3 upgrades for the aliens are almost nothing.
    -either make the level of upgrades dependent on the number of hives (3 hives 3 levels).
    -or make each level of upgrades increasingly more expensive and only having chambers withing the healing range of a hive affect upgrade levels. the first chamber next to the hive costs 10 rp the second 25 and the third costs 40. all extra chamber and chambers that are not near a hive cost 10.
    -a third solution would be to make chambers ohly have a supportive role in the environment unless a gorge attaches an extention to the chamber, which adds upgrade ablilities. they can be only attached when a chamber is near a hive... and each time a chamber attachment is placed near a hive, other chamber attachments near that specific hive will increase in prise.
    eg. 1st chamber attachment to a hive costs 10 the second costs 20 rp and the third costs 30. if a fourth is used it would cost 40 and so on.

    edit about jetpacks. i agree that they can counter ohnos... ohnos are almost completely mele and only damage things withing mele range. jetpacks, if used right. can not even be touched by ohnos. hmgs slow down jetpacks... however shotguns do not. i would believe a good shotgun jetpacker would be a good combination.. but i have not seen aneyone use the shotgun jetpack combo.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    I'm not sure whether to laugh or cry at these influx of suggestions threads.. there IS a reason the S&I forum is closed..
  • PoofatPoofat Join Date: 2003-06-17 Member: 17434Members
    Actually, among the people that use them, the jetpack is THE anti-onos. That horned turd can't swat you down without backup, and a shotgun will send him back to the hive with his comically small tail between his legs.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Damn, this is a very decent ideas list. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It's worth noting that even if these ideas make the marines more powerful overall, it also means that marines have a proper power boost, and aliens no longer need a nerfing.

    <!--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-->O HMG Spread. Increase the clip size to 150, but increase spread greatly. Add a secondary
    fire mode, which makes you immobile, but decreases spread. You would still be able to turn
    360 degrees, but moving would be impossible. This would help stablise the TSA role as
    slow-moving but powerful. Having the spread increased when moving would force the TSA to advance at a slow pace, always securing an area before they move forward. It would also improve teamplay, since marines would be more prone to watch each others backs, as they are weaker when their HMG guys ain't deployed and immobile. It would also give the shotgun a greater role, since HMG guys would have some trouble hunting down lerks and fades with acidrockets. Deployed HMG's would have REALLY high accuracy, but the cons would be that they won't be able to weld their allies (when immobile), nor will they be able to move out of harms way from xenocide or a charging onos. Placement would be important, and having allies that weld you when necessary.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    So would HMGs go prone and set up a bipod? Would be kinda funny if a bipoded marine could easily turn around, just like when he's standing. Yet if bipods were restrictive like in DoD, the HMG user would be at a BIG disadvantage. Kharaa are simply too friggin mobile! However, a very fast firing HMG, that was not as useful un-deployed(close range is the exception), might make the loss of mobility worth it, if all those fast firing shots were highly accurate.

    As for secondary fire, there could just be a "deploy HMG" bindable key.

    <!--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-->
    O Grenade Launcher. This weapon was designed to damage structures. It's damage versus mobile targets should be greatly decreased. Clip size is fine as it is, but remove the armory
    exploit, which makes it possible to reload the GL directly from the armory, so you can sit
    in base and spamm 'nades at an incredible rate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't really like this. It's already risky to use in some mobile target situations.

    <!--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-->O Shotguns is arguably to strong. One way to tune it down might be to decrease clipsize
    slightly, or make you unable to fire once you have started reloading. These chances would
    maintain the shotguns status of a hard-hitting weapon, but it would leave the marine
    vulnerable once the clip is emptied.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'd rather see a slower firing(like 1 round per 1.5 seconds) shotgun that has alot more pellets and holds a few less rounds. So 7 rounds(35 in reserve), and 20 pellets(rather than 10).
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--QuoteBegin--Tazol+Aug 10 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tazol @ Aug 10 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure whether to laugh or cry at these influx of suggestions threads.. there IS a reason the S&I forum is closed.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hehe, I know but i'm so exited about 2.0 that I just couldn't contain myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    call me stupid or whatever, but I really like this game and want the best for it, that's why I take time to
    write something like this.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    <!--QuoteBegin--Tomten+Aug 10 2003, 10:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Aug 10 2003, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Tazol+Aug 10 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tazol @ Aug 10 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure whether to laugh or cry at these influx of suggestions threads.. there IS a reason the S&I forum is closed.. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hehe, I know but i'm so exited about 2.0 that I just couldn't contain myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    call me stupid or whatever, but I really like this game and want the best for it, that's why I take time to
    write something like this. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I did the same thing with the release of 1.0.. and realized most of my ideas were crap. Although, one of my ideas has been used.. whether or not Flayra got it from me.. I was the first one to start posting and fronting the RFK idea. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Basically.. just take a step back.. play the game.. write down any ideas or suggestions in a txt file.. when you have free time.. go through it.. you may go back and say "What the hell was I smoking?" or even, "Wow.. that's a good idea."

    Just take a break.. just like Flayra should be doing.. but he's making the same mistake he did with 1.0.. instead of letting people learn the game.. he's changing it to suit the shouting newbies. (no offense.. but that's how it seems)
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--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-->mariens have to have a way to expand faster. that is the main problem... its is actually possible for mariens to rush a 2 or 1 hive lockdown and succeed. in the meantime the mariens will alos be able to secure resource nodes. resource rushing seems to be the most effective marien strategy but it only works against aliens that do not attack the base.
    to balance the game is believe that there has to be something implemented in order to encourage and help marien resource tower rushing. i believe the main problem in 2.0 is that upgrade progression for mariens are not beeing kept in line with alien upgrades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is one thing that makes marines different from the Kharaa. They shouldn't be able to expand as fast, and they don't need nearly as many resources to stay competetive. What they SHOULD be able to do is protect the resources they aquire (around 4 is sufficent), and at the same time deny the Kharaa resources. Right now they fail, because the TSA defenses cave in to easily. With electrified defenses beeing inefficent and expensive, and turrets falling to fast to bilebombs (and mines beeing completely useless due to bilebomb). They need to have their defenses strengthened, and at the same time remove some annoying feature that often creates a standstill, like turretfarms and 'nade spamming.
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--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-->I did the same thing with the release of 1.0.. and realized most of my ideas were crap. Although, one of my ideas has been used.. whether or not Flayra got it from me.. I was the first one to start posting and fronting the RFK idea.

    Basically.. just take a step back.. play the game.. write down any ideas or suggestions in a txt file.. when you have free time.. go through it.. you may go back and say "What the hell was I smoking?" or even, "Wow.. that's a good idea."

    Just take a break.. just like Flayra should be doing.. but he's making the same mistake he did with 1.0.. instead of letting people learn the game.. he's changing it to suit the shouting newbies. (no offense.. but that's how it seems)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, some of them might show up to be crap, but some other are so obvious and really needs to be fixed.

    These being

    O 'nade spamming

    O medpack spamming (since it has a tendency to really hurt teams with newbie commanders, and can be really cheap in certain situations)

    O turret farming

    O making TSA building more durable, mainly restowers. This is much due to bilebomb, and adrenaline. But also due to expensive electric upgrades and long research times.


    I've been playing non-stop since the game was released, so I think I have a pretty good view of the game, atleast on the public-arena. I can't speak for how the balance is in clan-games, since I'm no longer a member of any clans.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    <!--QuoteBegin--Tomten+Aug 10 2003, 10:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Aug 10 2003, 10:53 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-->I did the same thing with the release of 1.0.. and realized most of my ideas were crap. Although, one of my ideas has been used.. whether or not Flayra got it from me.. I was the first one to start posting and fronting the RFK idea.

    Basically.. just take a step back.. play the game.. write down any ideas or suggestions in a txt file.. when you have free time.. go through it.. you may go back and say "What the hell was I smoking?" or even, "Wow.. that's a good idea."

    Just take a break.. just like Flayra should be doing.. but he's making the same mistake he did with 1.0.. instead of letting people learn the game.. he's changing it to suit the shouting newbies. (no offense.. but that's how it seems)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, some of them might show up to be crap, but some other are so obvious and really needs to be fixed.

    These being

    O 'nade spamming

    O medpack spamming (since it has a tendency to really hurt teams with newbie commanders, and can be really cheap in certain situations)

    O turret farming

    O making TSA building more durable, mainly restowers. This is much due to bilebomb, and adrenaline. But also due to expensive electric upgrades and long research times.


    I've been playing non-stop since the game was released, so I think I have a pretty good view of the game, atleast on the public-arena. I can't speak for how the balance is in clan-games, since I'm no longer a member of any clans. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nade spamming? Maybe it's a problem for skulks and gorges.. but anything else can just rush through.. as an Onos, I just ignore it.. run in.. devour the gl person.. and then run out and laugh.

    Medpack spamming is not really a problem, depending on how it's used. If it's used to spam a group of HAs.. then it's a problem. If it's spammed to allow a marine to build a phase gate or something.. it usually doesn't work out. (from what I've seen.. since the comm wasted all the res.. can't build up at the new location and the aliens should already be on their way)

    Turret farming? Not really.. just like you said in your previous post.. bile bomb can easily take down farms (even faster if there's support from onos/fade/lerk/skulk)

    Eh.. with the new RFK system, you can end up getting more res out of your marines killing aliens, than out of your res towers. (Although, the RT is a constant draw-in for res)
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--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-->Nade spamming? Maybe it's a problem for skulks and gorges.. but anything else can just rush through.. as an Onos, I just ignore it.. run in.. devour the gl person.. and then run out and laugh.

    Medpack spamming is not really a problem, depending on how it's used. If it's used to spam a group of HAs.. then it's a problem. If it's spammed to allow a marine to build a phase gate or something.. it usually doesn't work out. (from what I've seen.. since the comm wasted all the res.. can't build up at the new location and the aliens should already be on their way)

    Turret farming? Not really.. just like you said in your previous post.. bile bomb can easily take down farms (even faster if there's support from onos/fade/lerk/skulk)

    Eh.. with the new RFK system, you can end up getting more res out of your marines killing aliens, than out of your res towers. (Although, the RT is a constant draw-in for res)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Turret farming and 'nade spamming ain't problems that inbalances the game, just problems that makes NS less fun to play. Turret farms combined with 'nade spamming makes a pretty formidable defense, atleast if you are playing on an average NS server. If the team consist of only skilled players, then you can probably break it down fast, but if you have a couple of newbies on your team, then it can take up to an hour.

    With medpacks spamming you just proved my point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It's unnecessary to allow it, since it has a tendency to be used in the worst possible way by many newbie commanders. The experienced commanders knows how to properly used medpacks (and when to do it) and then it can prove to be a game-winner.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    <!--QuoteBegin--Tomten+Aug 10 2003, 11:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Aug 10 2003, 11:23 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-->Nade spamming? Maybe it's a problem for skulks and gorges.. but anything else can just rush through.. as an Onos, I just ignore it.. run in.. devour the gl person.. and then run out and laugh.

    Medpack spamming is not really a problem, depending on how it's used. If it's used to spam a group of HAs.. then it's a problem. If it's spammed to allow a marine to build a phase gate or something.. it usually doesn't work out. (from what I've seen.. since the comm wasted all the res.. can't build up at the new location and the aliens should already be on their way)

    Turret farming? Not really.. just like you said in your previous post.. bile bomb can easily take down farms (even faster if there's support from onos/fade/lerk/skulk)

    Eh.. with the new RFK system, you can end up getting more res out of your marines killing aliens, than out of your res towers. (Although, the RT is a constant draw-in for res)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Turret farming and 'nade spamming ain't problems that inbalances the game, just problems that makes NS less fun to play. Turret farms combined with 'nade spamming makes a pretty formidable defense, atleast if you are playing on an average NS server. If the team consist of only skilled players, then you can probably break it down fast, but if you have a couple of newbies on your team, then it can take up to an hour.

    With medpacks spamming you just proved my point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It's unnecessary to allow it, since it has a tendency to be used in the worst possible way by many newbie commanders. The experienced commanders knows how to properly used medpacks (and when to do it) and then it can prove to be a game-winner. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually.. I personally find taking down outposts fun. I just hate it when they end up putting up another like 5 feet away. :/

    And gobbling grenaders is fun as well. Especially if you digest them far from any other marine so they can't pick up the weapon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And I meant to prove your point, but also to show that's it balanced in its own way. It can cost a substanial amount of res to do.. and if there's onos.. well, you can't med spam the digested. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--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-->Actually.. I personally find taking down outposts fun. I just hate it when they end up putting up another like 5 feet away. :/

    And gobbling grenaders is fun as well. Especially if you digest them far from any other marine so they can't pick up the weapon.

    And I meant to prove your point, but also to show that's it balanced in its own way. It can cost a substanial amount of res to do.. and if there's onos.. well, you can't med spam the digested<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, taking down outpost can be great fun, but it turns into a chore when you have to take down a turret farm that's placed up on a ledge so you can't reach it with bilebombs. Add a couple of people who stand there spamming 'nades up on that ledge, and it'll take you quite som time before you can bring it down.

    I still think med-pack spamming has got to go. It can be helpful for the marines, but making NS easier on commanders is something that has to be done, because most of the commanders are doing a horrible job as it is. Making their job a bit easier should be a priority. I think my suggestion on adding markers to the map would help to. But that's probably hard to implement.
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