Suspense killing

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  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1698871:date=Jan 29 2009, 04:45 PM:name=Kassinger)--><div class='quotetop'>QUOTE(Kassinger @ Jan 29 2009, 04:45 PM) <a href="index.php?act=findpost&pid=1698871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make MT a bigger investment in time/resources. Force the commander to choose between MT and something else of high value. I would love to see more hard choices already early on for the marine team, not just late game jp/ha.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's basically a choise already, but the present NS tech tree and timing make it relatively dull in a few ways.

    On big servers it's a solid upgrade, since you're flooded with rfk and the alien tech progresses slowly, creating a balance issue.

    On smaller, mostly competetive games it's either an early game tactic with big risks or an area control upgrade later on.

    As an early game upgrade it's a big risk. If you've got a succesful early game and manage to take out a node or even two and get some of your own up, you're halfway to victory already. If you don't get the nodes down, it's a pain to get the upgrades and PGs into play before it's too late. I'd say early game is important enough without the MT making it a do-or-die.

    As a late game upgrade it's ridiculously good at fending off the pushes, making it an effective defensive upgrade. That creates some nasty issues where marines just outlast the aliens and tech up while the aliens have got little chances of breaking the defense from some point on.

    So, the issue is already that if marines can tech it up and survive anything the aliens come up within the next few minutes, it gets ridiculously good. I'd rather not have it any bigger investment. A lot of small and medium tech choises seem much more reasonable to me.
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