Ha Is Now 15 Res...

yagsidrahciryagsidrahcir Join Date: 2003-09-20 Member: 21051Members
Am I the only person who thinks this change might have been a little extreme? Now it costs less to get an HA/HMG than a fade. Hell, HA/HMG now costs as much as a lerk. Now please tell me how can a 50 res fade be better than a 30 res HA/HMG in terms of flexibility and usefulness? What's even more absurd is how you can equate a lerk with HA/HMG in terms of resources!

(I might be wrong here, because honestly, I don't have any idea how the res system in 2.0 works. Could someone clarify it for me and maybe prove me wrong?)
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Comments

  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    i really think all it did was prevent aliens from winning end games so fast becuase if u hadf a lerk all it did was spore spam the marine base as u took the base out. i dont see why they were made so cheap tho, marines are rocking games more and more with HA
  • Coyote399Coyote399 Join Date: 2002-12-11 Member: 10627Members
    ...and you need a proto lab, upgraded armory, and ha upgrade.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    30 res for an alien is an extremely different thing than 30 res for a marine. he sacrifices for his team and they together invest the whole team's thirty res.

    its a totally different world and therefore not comparable.

    you can still say its too cheap, i personally think it should be up around 18, but please dont compare him to a lerk!
  • yagsidrahciryagsidrahcir Join Date: 2003-09-20 Member: 21051Members
    Ok, maybe I was a bit wrong, seeing as how the marines DO need to have all those tech buildings and upgrades, but I still stand by my opinion that 15 res for HA is just a little too inexpensive. I'm not saying that it breaks the entire game, but it does seem a little unreasonable to me.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    But its not just 15 res. There is a huge amount of res invested in the upgrades leading TO it, and those upgrades MUST be protected with additional cost.

    So TBH its quite pricey unless you're working to a plan.

    Additionally, lets consider that lerks, fades, onii, anything kharaa can choose redeem and never worry about dying - HAs must be constantly replaced on death. Also please bear in mind that HA is the counter to spores more than anything else - it has to be affordable by necessity.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    edited September 2003
    I would rather invest 100 res for researching and then cheap armor than not researching anything but spending the 50 res (or whatver res on the creature) over and over again. That means that giving out just 5 HA's is very expensive. But handling out 50 of these will become very cheap. The expensive things were done ages before. But aliens do need to invest the full amount of res again.

    So I think 15 res is seriously a tad bit to cheap.

    A better way to handle this would be to make HA's research cheaper and the research time a bit lower but upping it's cost to arround 30 again. But that's just my opinion.
  • TyrNemesisTyrNemesis trigger_CUT! Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    They already lowered HMG cost to 15, now HA too? It's getting insane... HA trains with HMGs are prevalent enough as is. Once the Marines get 4-6 heavies who actually work together, the Aliens' game is over. I don't think the Aliens should have to employ a make-or-break offensive just before the marines get HA or risk losing the game. If nothing else, slow heavies down more. I know their speed was brought up for 2.x, but perhaps that wasn't a good change? Heavies receive far too much durability with not enough sacrificed in terms of mobility or versatility. They can still weld and be welded, run almost as fast as LA marines, use any weapon, climb ladders as normal, turn at full speed, etc. What's next? Jetpacks for heavies?

    Perhaps i'm a bit too one-sided on this argument. The total of 10 res difference we'll now see on outfitting HA\HMG means that for every 3 soldiers one could previously outfit, the commander can now outfit a 4th. That means your old 6-man HA train is now an 8-man HA train. No Onos (or even 2 onoses) can challenge that, even with stomp.

    Can anyone think of a decent idea for expanding the Aliens' ability to deal with masses of Heavy Armor? I truly think that their lack of mobility should be their #1 hindrance. Make it so they're almost guaranteed to get parasited and spike-pelted if they stick around too long. I mean, they know where we are, (motion tracking) our weapons can't even hope to kill them, (290 armor) they can repair each other, (welders) and they can kill anything they see in 1-5 seconds. Explain to me again why we're LOWERING the amount of resources required to get to this point.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--TyrNemesis^+Sep 20 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 20 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can anyone think of a decent idea for expanding the Aliens' ability to deal with masses of Heavy Armor? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    bring back push effect for acid-rocket. Make it push ha's 2 feet or so and la's a few times that. Perhaps the same for bilebomb, although it doesnt do any damage to the ha's it just pushes em around to mess up their formation. Messed up formation = less welding, with less welding, the ha's are much less powerful (though still is very potient)
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I guess it's to make pure teching a viable strategy. (Skip armour upgrades and concentrate on just doling out the HAs?) People complain about early onos; well, this is the marine equivilent. And it's really a price drop from 25 to 20; HA without welder support is like an onos without a defense upgrade.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    edited September 2003
    (only way to make the table look nice.)

    I'm not sure you can really justify including Armory cost since you'd want to upgrade that for the other weapons too, so I included the cost without armory too. Time is in seconds. and costs are per marine.
    HA.jpg 62.4K
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Snidely+Sep 20 2003, 05:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Sep 20 2003, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I guess it's to make pure teching a viable strategy. (Skip armour upgrades and concentrate on just doling out the HAs?) People complain about early onos; well, this is the marine equivilent. And it's really a price drop from 25 to 20; HA without welder support is like an onos without a defense upgrade. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It should not be that easy to get lots of HA though. Holding 3 res nodes and getting just advanced armory plus upgrades for HA should not be enough to get a nearly unstoppable group together. Also, although welders are required in a HA train, not everyone needs to have them. In a group of 6 people, 4 welders should be enough. I like the push-back idea.
  • MordenMorden Join Date: 2003-02-26 Member: 14045Members
    When considering the cost of HA, one has to take into account the time at which the HA HMG appears. When this tech becomes available, a 30 res lerk will be the least of your worries.

    You can't compare a 30 res lerk to a 30 res HA HMG because they appear at completely different times of the match. A 30 res lerk at the beginning of the game could be considered very expensive.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    I have yet to see how this price drop effects gameplay. Interestingly, not many servers are actually running 2.01; some are running 2.01d or 2.01e, but most that I've seen are still running 2.0. I can't really say if I'm for or against this price drop until after I've seen it in game.
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    Maybe the prototype lab could be a lot more fragile, so taking it out in a quick base raid would be a viable way of slowing down HAs? Of course the commander could have another one built instantly, so maybe you would have to re-research all of your upgrades (at smaller or no res cost). There would have to be a significant recovery time before you can get your HAs back in the event of a proto-lab.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    I really honestly don't see much difference as HA have pretty much the same effect on win/loss % for marines in RC2 as they did in 2.01d or 2.01e.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, 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-->No Onos (or even 2 onoses) can challenge that, even with stomp.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ok that's just not true and you know it... "even with stomp" now that's just pushing it. The onos itself isn't supposed to attack head on into HA squads if that's what you're thinking. Just the other day I killed off a 10 man HA squad. Well, <i>I</i> didn't kill them more like I kept them all stunned with a movement or two nearby. But I did eat an HA or two that got too close.

    Now if you want something to complain about, then complain about JPs ineffectiveness against onos in halls. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Yeah a lone oni shouldn't be able to take on HA sqauds. However an alien team working together, with lerks umbraing, oni stomping, Fades racing in to hit the rear areas and skulks suicidally racing in to get as many hits in as possible works wonders. If a commander loses his main HA squad he's in a lot of trouble, because refitting them out does cost quite a fair chunk of res. Plus his res nodes are being hit by all manner of alien attacks. If the aliens work as a team, taking down a HA train at 2 or 3 hives isn't overly tough. At one hive you've got no chance, but that's how the game works.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--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-->Now if you want something to complain about, then complain about JPs ineffectiveness against onos in halls.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Now this IS something to talk about. Too often I am seeing that the JP is a weapon to be used against really poor alien teams. When I command and am murdering the aliens, I give my marines the amusement of the jetpack.

    Really, hands down the jetpack is an amusing piece of equipment that is fun for the entire family. It's downside is that it is amazingly useless in a wide variety of situations, enemy types and in plain old efficiency. Heavy armour on the other hand is just infinitely more effective from an overall point of view. Since this change to HA, I see no reason to ever even bother with JP. We'll look at it this way.

    HA gives THE best overall survival mechanism to any soldier. From the most n00b n00b to the most skilled marine, heavy armour gives the best durability for your space dollars. 15 res each (really 20 as you need a welder) you get a marine that lasts more than 5x as long (based on skulk), and can stick it in combat against fades very well. The only real thing you have to worry about is an onos (but we'll talk about that shortly).

    Now we look at the woeful jetpack. Unlike HA it is conditionally useful and open for massacring by ANY alien class. We've all seen the onos jump/devour l gore tactics. It does come in handy when aliens are in a vent or for the large hives like powersilo and waste handling. On the other hand it is useless in many sections of a map, almost lethal to have in some, difficult to use so only good players can use it and costs nearly as much as HA does to research and then deploy. All this for simply increased movement isn't a good bargain. We all know the JP does a woeful job at combating the onos, because you simply can't stay in the air long enough to avoid being stomped.

    But then again, the onos shouldn't need to stop you as it should have friends around coming to my second point. HA is really only stoppable by aliens with good teamwork and an onos or three. Jetpacks are killable by virtually everything the aliens have: Fades (especially when they get AR), lerks (Hitscan spikes and importantly gas!), celerity skulks (except in the most open regions) and OC's. Web stuffs JPs up sooner than HA as well (welders can still remove webs). This creates a problem I see in ever seeing jetpacks being used.

    We should all know by now that jetpacks are highly underused and IMO making HA this cheap isn't going to encourage their use. If anything the JP will be relegated to a useless piece of tech. Researched only to own a poor alien team or by new commanders. I don't see any point in researching JP because by researching HA I demand far more of an alien team in terms of teamwork and effort. When it then only costs a net 5 res more to field a team of HA/Welder/enter weapon here over a JP team, it is clearly going to make them undesirable <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Which is a shame, because since I've gotton better at the game I find that JP's are one of the only truely 'fun' things the marines have. But their applications are so limited, and now with HA so cheap to field, they may no longer be used <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    <!--QuoteBegin--Umbraed Monkey+Sep 20 2003, 05:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Sep 20 2003, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bring back push effect for acid-rocket. Make it push ha's 2 feet or so and la's a few times that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Acid rocket come too late in the game to help against HA especially cheaper HA. You get acid rocket by the time you've already won.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Clan Hunter+Sep 21 2003, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Clan Hunter @ Sep 21 2003, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Umbraed Monkey+Sep 20 2003, 05:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Sep 20 2003, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bring back push effect for acid-rocket. Make it push ha's 2 feet or so and la's a few times that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Acid rocket come too late in the game to help against HA especially cheaper HA. You get acid rocket by the time you've already won. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A push effect with bile bomb would help, though. Maybe make it so it only works against HA.
  • LagDemonLagDemon Join Date: 2002-11-18 Member: 9269Members
    edited September 2003
    yeah, i just finished a great game in tanith.. we capped 4 res (reactor and a hive) and held it until we saw the first onos, at which point comm dropped 12 HAs+shotty/HMGs and welders. We won. In the end we had a problem thpoguh, since we were all heavys, no one could get into the vents with a jetpack to kill the last alien. I had to kill myself and go back to base.

    Just goes to show that HAs are tooo cheap... comm shouldnt be able to just drop a team's worth when aliens just barely have onos. (They also had 2 fades, but they got blasted faster than the onos) We even had enough left over to drop obs and armor at waste and RR, to keep out the nasty cloaking aliens...

    Now that i think of it, the RFKs for all the heavys might have helped a bit afterwards
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    I wish people weren't so dead paranoid about giving the JP a degree of usefulness. Everytime someone posts an idea to make them remotely good, it gets shot down by a barrage of "OMG NO 1.04 JP RUSH THX" posts.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin--Aegeri+Sep 21 2003, 12:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aegeri @ Sep 21 2003, 12:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now this IS something to talk about. Too often I am seeing that the JP is a weapon to be used against really poor alien teams. When I command and am murdering the aliens, I give my marines the amusement of the jetpack. Which is a shame, because since I've gotton better at the game I find that JP's are one of the only truely 'fun' things the marines have. But their applications are so limited, and now with HA so cheap to field, they may no longer be used <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I suggested some changes <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=45623&hl=jetpack,and,tier' target='_blank'>here</a>. If you don't want to click, the gist of it is that the JP is no longer top tech along with the HA; it becomes "tier 2" (something the marines don't have at the moment, which is probably why they're a bit dry to play) while the HA is "tier 3". In simple terms, JP becomes the marine Fade while the HA is the marine Onos.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--QuoteBegin--Snidely+Sep 21 2003, 03:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Sep 21 2003, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Aegeri+Sep 21 2003, 12:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aegeri @ Sep 21 2003, 12:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now this IS something to talk about. Too often I am seeing that the JP is a weapon to be used against really poor alien teams. When I command and am murdering the aliens, I give my marines the amusement of the jetpack. Which is a shame, because since I've gotton better at the game I find that JP's are one of the only truely 'fun' things the marines have. But their applications are so limited, and now with HA so cheap to field, they may no longer be used <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I suggested some changes <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=45623&hl=jetpack,and,tier' target='_blank'>here</a>. If you don't want to click, the gist of it is that the JP is no longer top tech along with the HA; it becomes "tier 2" (something the marines don't have at the moment, which is probably why they're a bit dry to play) while the HA is "tier 3". In simple terms, JP becomes the marine Fade while the HA is the marine Onos. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I would be inclined to agree with your ideas, but it doesn't help the overall weakness of the jetpack in general. It would definitely help make the things at least appear at some point, but to be an actually useful item that can be relied on like HA? Probably that is still in the balance.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited September 2003
    You're probably right, but it's a start. Maybe it could confer some additional bonus (+20 armour? Slightly faster walking speed?); then again, maybe it would work better in the earlier game, where there is usually only the odd lerk and not so many OCs.

    The only way we're going to find out for certain is if it's mucked about with. It took a while to get the Fade's balance right. I suspect the same is true for the JP.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I find the jetpack really seems to fall in the same situation as a fade... it appears useless unless you really know what you're doing so it's a waste of time in most cases and if you're having a bad day you can kiss it goodbye =s

    I had my first experience with a fade vs a shotgun jetpacker and it was scary as heck; unlike normal jetpackers (the few times I see them) this guy was totally clued up and it was like fighting a superior version of the fade.... his shotgun waaay outdamaged me at close ranges and he could keep up with me easily when I blinked away (I take silence not adrenaline because I've never had this situation before o.O ).
    Needless to say I got shotgunned in a vent... he even shotgunned me as a skulk by flying everytime he saw me and blatting me from above.
    Really frustrating stuff <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I find it strange how devs and playtesters stick to multiples of 5 when changing prices and research times...
    It wouldn't be that hard to add some degree of fine tuning... HA upped to 17-19 res , JP decreased to 12 res , HMG upped to 16 res. Perfect balance imho.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    <!--QuoteBegin--TyrNemesis^+Sep 20 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 20 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can anyone think of a decent idea for expanding the Aliens' ability to deal with masses of Heavy Armor? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Make welding speed of welders very slow. Maybe 1/10 of what it is now.

    It only takes just a few seconds to weld 290 armors from 0. This is why HAs are so strong.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--TyrNemesis^+Sep 20 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 20 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can anyone think of a decent idea for expanding the Aliens' ability to deal with masses of Heavy Armor?
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sure. Make them unable to use phase gates.
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    edited September 2003
    2 main things seem to have happened for 2.01. One is marines have had it easier too expand soo they can get more RTs easier. For 2.0 if u had 3-4 RTs ur res flow was pretty good now its cheaper easier too get 3-4 RTs for marines and also the equipment has been made cheaper ?

    Its abit silly really, once HA has been researched they will pretty much always have it. its not like as soon as some one gets onos they always have it unless he gets redem but if he gets redem he is nothing too HA/HMG. Hell not even a regen onos is much against a few HMGs.

    I wouldnt say JP is lower than HA. Its easy too take down a hive in an open area with a shotty and JP.
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