Would You Like Ha Back At One Point?
Sizer
Join Date: 2003-10-08 Member: 21531Members
<div class="IPBDescription">Are they worth two?</div> HA don't have the insane mobility and access to most vents that JP has. To be frank, they don't last much longer on the ground then an armor 2 or 3 LA either, unless they group up. JPers don't need to concern themselves with team effort.
If HA are brought back to one point, I highly doubt the invincible HA train would return to combat. Heck, it was never there in the first place. It only works with a bunch of people welding, and most people don't bother with welders. I'm usually the only one on my team with the welder.
If HA are brought back to one point, I highly doubt the invincible HA train would return to combat. Heck, it was never there in the first place. It only works with a bunch of people welding, and most people don't bother with welders. I'm usually the only one on my team with the welder.
Comments
HA in combat = worthless
Well, kind of the same dilemma as focus.
Focus in classic = worthless
Focus in combat = way too good, more win than anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Agreed
I do not agree, if it dosnt cost as much res as now, then it will be to good with onos.
A onos with 4+ upgrades and stomp will be invincible
1pt for HA maybe worth considering especially as a good JPer is nearly invincible.
I took out 3 skulks, 2 gorge, 1 lerk and 2 onos before dying as a SG+JP.
God bless Cat Packs, I only wish they'd speed up your reload time too.
At 1pt the HA would be good value and you could buy that welder if you haven't already.
Huh? JP is good enough as it is and certainly shouldn't have yet another upgrade to go along with it. There isn't a balance issue with early onos, because, like fades, they suck horribly if vanilla. Not to mention: 4 upgrades + stomp = overpowered onos. Level requirements are pointless, because early uber-tech like onos and jp are balanced out by having lesser equipment/upgrades.
Agreed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I will agree, however, that HA should be more cost effective than JP. I suggest making HA require armour 3 but costing only 1 point (so the effective cost of HA is the same as currently but the quality of armour you get is superior).
The thing is, the usefulness of jp vs HA is dependent on alien tactics and marine teamplay. If the aliens have a permgorge webbing the hell out of everything then jp's are less useful and you need to switch to HA.
I will agree, however, that HA should be more cost effective than JP. I suggest making HA require armour 3 but costing only 1 point (so the effective cost of HA is the same as currently but the quality of armour you get is superior).
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree with this proposition, as opposed to having the HA cost 1 point.
Onos i wouldnt mind seeing cost 1 less point, but i'd have to say HA would have to come down a point to balance it.
But i still reckon rines and aliens should all start at level 0 and therefore be able to get a total of 10 points none of this silly 9 point business. Perhaps then people might consider welders a bit more. Even if perhaps hand grenades and welders came in one upgrade?
- RD
Sounds like a great idiea, and perhaps Grenade Launcher can be two points.
They are useless. No one ever stay still for long enough for them to be effective and those few seconds when you throw it make you extremly vunerable.
If Hand Nades + Welders were 1pt then more people might get a welder, and may HA if they know they will be welded.
After all you only get 1 grenade per life.
Regardless of what the HA and JP cost, the JP adds much more to your offensive power and survivability. I think this is more the fault of the spawn system (no respawn time penalty for getting wicked strong upgrades, so you can spawn in faster than you can get killed), but barring a fix for that, something should reflect the effectiveness difference.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Skulk focus, usually yeah. But give me focus with my fade any day.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Skulk focus, usually yeah. But give me focus with my fade any day. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A good fade is better wo focus in classic Id say.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Skulk focus, usually yeah. But give me focus with my fade any day. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A good fade is better wo focus in classic Id say. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wrong, focus fades own in regular just as hard as they do in co
Also...I haven't actually noticed much reduced running speed with HA lately. Is it just me, or is 3.0 HA faster than 2.0 HA?
I'd also agree that Onos needs to cost one less point. If an Onos were to run into marine spawn on their own at different times, the Fade would probably do more damage and die more slowly. This simply should not be how it is.
With focus, marines are jelly donuts... even in heavy armor (i think of them as Glased donuts).
Without focus the fade is a base assaulter... blinking around the map taking out or damaging RTs, trying to stop the res flow in any way shape or form... even distracting marines sometimes.
Well at least thats how i play with/without focus as fade.
Edit: LoL sorry i forgot about the topic. ^_^
HA WITH Armor 3 would be nice, but having it branch off as a one point upgrade would be great... I hate saving levels in combat, i want to be the best i can while fighting.
Part of the reason that heavies are so useless is this:
"OKAY GUSY EVERYONE GET HA THEN WE CRUSH HIVE"
- Sounds good in theory, right?
- HA train walks to hive. Halfway there, they hear "CC IS UNDER ATTACK"
- HA train can do two things. Either try to kill the alien hive and kill it before 3 onos destroy the cc, or they can move back and try to save it.
In most cases, both scenerio's are <b>losing</b> positions for the marines.
Jetpacks aren't the best for fighting prowless, no, it's good for speed, so you can match the alien's rate of movement. That is the main and foremost advantage to a jetpack.
Except no-one gets a welder. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I was on a pretty full 32 man server (crazily intense) and I, along with one other person, were the only people to have a welder.