Balance Between Lifeforms In Combat

TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
<div class="IPBDescription">super skulk should be equal to onos.</div> Maybe its just my opinion but it seems onos is superior to super skulk in every single way when it comes to winning the game or just getting kills.
There are similar issues for marines but they aren't as pronounced.

What i suggest is that each player should be able to get upgrades that suit his/her playing style (they might prefer being a super skulk than an onos), and still be able to get the same amount of kills/have the same effect on the game as any other upgrade path (only roughly of couse).

I know this brings up issues as the skulk is not supposed to be more superior than the onos or even a close equal in anyway and any changes unbalance classic and Flayra wants the values the same between the game modes etc. but the way is see it is that combat is going to degenerate over time to all the marines following a single tech string and all the aliens following theirs just because that particular string has the potential for the most kills and/or wins the game quickly.

The only solution i can think of for this at the moment is making upgrades do more, and i realise that improving carapace/regen/focus/celerity etc. would have a huge effect on classic.

Comments

  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Combat was initially supposed to be the way to teach new people how the highter lifeforms/weapons handle in the game without wasting team resourses. In classic's endgame skulk is nothing but cannon fodder. Same goes for combat. No matter how upgraded, skulk still has 70/30 life, and still remains a scout unit. This teaches new people that no matter how good you are, skulk simply doesn't crack it in the end game.You're offered a chance to evolve as you move up in experience, and if you don't take it and still complain that your basic lifeform can't handle end game... well I could just as well complain that my vanilla la/lmg marine is helpless against onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • Santa_ClawsSanta_Claws Join Date: 2003-07-01 Member: 17825Members, Constellation
    You've never seen romano play have you?
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Just make spawn time based on lifeform instead of level. And onos is frankly pretty weak except in large numbers.
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    <!--QuoteBegin-Santa Claws+Feb 2 2004, 05:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Santa Claws @ Feb 2 2004, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You've never seen romano play have you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ^^
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Hm? The onos is much better than a focus/leap/celerity/cara/regen/blahblahblah skulk, the skulk could actually take down jpers easliy while the onos can't
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    <!--QuoteBegin-ZdrozZ+Feb 2 2004, 11:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZdrozZ @ Feb 2 2004, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Santa Claws+Feb 2 2004, 05:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Santa Claws @ Feb 2 2004, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You've never seen romano play have you? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ... no comment ...
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    There are obviously areas where either evolution is more dominant. Obviously, an Onos is a formidable foe with it's 700 hitpoints and up to 650 armor (with carapace). But think of the points you have to spend to get to Onos, and then think about what you have left to spend on upgrades. That's a total of 5, which only leaves 4 more for upgrades or abilities. Meanwhile, any average Skulk at level 10 can afford all of the abilities and more. But with only a maximum of 70 hitpoints and 30 armor, you can see who is tougher.

    Onoses are the largest of any alien evolution, and thus have earned the role of tank in combat. They are designed to be able to give the Marines a run for their money without having to invest in so many upgrades (frankly, being able to evolve more than one type of chamber evoltuion in Combat is a blessing). Skulks are not. Because of their low hitpoints and great speed, they're meant for more hit-and-run tactics. No matter how you spell it, a Skulk under heavy fire is toast.

    There are differences in lifeforms for a reason, to add variety to a game. Making a fully upgraded Skulk comparable to an Onos is much too unfair, as Skulks aren't meant to overpower Marines as an Onos is. It's all preference; if you can play a Skulk the full game and pwn some Marine, more power to you. If you like to cause big amounts of damage in short periods of time and essentially ravage stuff, Onos is for you. And let's not forget Fades, Lerks, and Gorges.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    The onos makes a great distraction while I'm busy taking down the CC with my superskulk though. =)
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    superskulk has many advantages over onos.

    the only real advantage of onos is tanking damage. against a strong jper superskulk has a better chance than onos. If you make every form equal in the same situations what would be the fun of that? The whole point of aliens is that each lifeform should be used for a different role.
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    edited February 2004
    <!--QuoteBegin-Ahnteis+Feb 2 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Feb 2 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just make spawn time based on lifeform instead of level. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That seems to work alot better than my idea especially if you make things like a welder, scan area etc. barely effect your spawn time at all. If anyone has other ideas post em cos i really don't want combat to resort to alot of oni vs alot of ha or similar.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    <!--QuoteBegin-Ahnteis+Feb 2 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Feb 2 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just make spawn time based on lifeform instead of level. And onos is frankly pretty weak except in large numbers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree, do you think a lvl 10 Skulk is going to do much to a HA with a Shotgun?
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    <!--QuoteBegin-BattleTech+Feb 3 2004, 06:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Feb 3 2004, 06:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree, do you think a lvl 10 Skulk is going to do much to a HA with a Shotgun? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sure it does!!
    If you have celer, adren, silence, perhaps focus its very easy.. leaping, running randomly, biting once, making manouvers biting for second time.. not hard..
    If you aren't stupid and don't leap directly to shotgun barell..
    And super skulk excels at killing light marines, its just awesome what damage can one little unhittalbe super fast beast do..
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    <!--QuoteBegin-Licho+Feb 4 2004, 12:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Feb 4 2004, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BattleTech+Feb 3 2004, 06:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Feb 3 2004, 06:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree, do you think a lvl 10 Skulk is going to do much to a HA with a Shotgun? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sure it does!!
    If you have celer, adren, silence, perhaps focus its very easy.. leaping, running randomly, biting once, making manouvers biting for second time.. not hard..
    If you aren't stupid and don't leap directly to shotgun barell..
    And super skulk excels at killing light marines, its just awesome what damage can one little unhittalbe super fast beast do.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    heh, altho you gotta be damn quick

    a pack of skulks is easiest <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    but once they got grenade launchers, its very hard to kill with skulks
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