Make sentries a lvl2 structure
ScardyBob
ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Sentries are a newb-comm trap right now. I frequently watch matches where the first thing the marine comm does is blow 20-40 res on early sentries. Not only does that waste valuable starting res they should be using to get more res nodes, lvl2 cc, shotguns, etc, but it encourages tedious defensive turtling and a painfully drawn out stalemate in most cases.
Making sentries a lvl2 structure would discourage both problems.
Making sentries a lvl2 structure would discourage both problems.
Comments
not only will it improve early gameplay it will also improve (Like you said) the turtling that the marines seem to do at the moment.
I admit, it is a Newbie Trap. But if you are allone in Marine Team, you need a Sentry to protect your IP,
because, if you don't have one the Skulk needs just to kill you once to win.
(If you are dead and it is chomping on the IP ... you will stay dead).
In addition, you see if the Skulk is in your base because it has to kill the Sentry first - not the IP.
I admit, it is a Newbie Trap. But if you are allone in Marine Team, you need a Sentry to protect your IP,
because, if you don't have one the Skulk needs just to kill you once to win.
(If you are dead and it is chomping on the IP ... you will stay dead).
In addition, you see if the Skulk is in your base because it has to kill the Sentry first - not the IP.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you're alone on the marine team, then you're probably going to lose anyways unless you're very, very good at jumping in and out of the cc to kill skulks.
Also, it doesn't take long to kill a sentry. At best, this just buys you a few seconds before the skulk returns to chomp your (now defenseless) ip.
if you have bad commanders who makes bad choices, you find the problem is in the turrets?
I rather they balanced out shotgun damage against alien buildings.
if you have bad commanders who makes bad choices, you find the problem is in the turrets?
I rather they balanced out shotgun damage against alien buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess I don't view them as 'bad' commanders but new commanders. I've made many stupid decisions in other games as a new player. The problem with NS2 is that if a new commander makes a bad decision, he ruins the game for his entire team rather than just himself. Its really a form of unintentional griefing that can and should be fixed by UWE.
I'm sure in 1.0 macs will be commanding sooner or later.
but seriously, its part of the game this problem happens on the alien team as well, so we must apply same logic there now, right?
I'm sure in 1.0 macs will be commanding sooner or later.
but seriously, its part of the game this problem happens on the alien team as well, so we must apply same logic there now, right?<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, that's not a bad idea. Why not make hydras/whips require lvl2 tech for aliens also? Hydras and whips are not as bad as sentries, newb-trap wise, but I don't see why we should encourage comms to turtle from the start. The best NS2 matches I've played have been when both sides are aggressive on offensive rather than one (or both) deciding to turtle in their start.
Simple solution; put all upgrades on one screen accessible via the comm interface or by selecting a CC/hive. Not only are all of the upgrades in one place, but new comms can quickly see which upgrades are dependent on which structures/tech levels. Having to select a structure to perform universal upgrades is unnecessary in NS2 and should be done away with for simplicity sake.
I agree, put all upgrades in one place, but still link them to structures.
I'm actually a fan of making all structures cheaper (or drastically increasing res flow) and then instituting a hard cap. So make sentries 1 TRes, but limit them to 5 per CC, for example. The problem with the 'limit them via high TRes costs' is that it drastically increases the learning curve of successful commanding. This is one of the problems of FPS/RTS hybrid games in that learning to be a good comm is so difficult that few people achieve it. That wouldn't be a problem, except a bad comm ruins the game not just for himself, but for his team. That's why I'm all for making commanding as simple and forgiving as possible.
Unfortunately, it doesn't look like this is UWE's plan, so NS2 will suffer the same high comm learning curve problems as NS1.
The <u>excessive</u> cost of 1 turret has cost many games for sure.
On a related note, would be interesting if (in addition to TRes) all buildings were to cost a various amount of "Power" that active Power Nodes provided. Would essentially cap the number of structures you can have built by the number of Power Nodes up. Still, I think just giving Turrets a structure dependency/prerequisite is the least invasive solution.
Also, TRes production/costs will probably need to be shifted across the board, otherwise they're going to end up with fractional costs when they go to balance costs. Example:
Res Flow: 10 TRes / 12 seconds per Extractor
Armory: 100 TRes
Command Station: 200 TRes
Extractor: 150 TRes
Infantry Portal: 200 TRes
Sentry Turret: 200 TRes
Which gives much more wiggle room when tweaking.