Fade teleport and sentries.
Reason
Join Date: 2011-09-02 Member: 119562Members
<div class="IPBDescription">Changes to fade teleport ability and sentrys</div>Ok sorry if this is a sucky useless post but i just got off from playing for awhile and i have these two things that seem to pop up. Also i love NS 2. Ok so back to the topic.
-Fade Teleport: I love the way it is now. Here is my only problem. I believe when a fade uses his teleport to the point where the bar is at 0 (depleted) he should have to wait to a certain percentage of the bar until he can use it again. Ok so that is probably is confusing, so here it is a nutshell: at 0 fade teleport juice (or whatever you wanna call it) the fade should have to wait to say 1/5 of the teleport juice bar before he can teleport. My main reason for this is even at 0 teleport juice the fade can still just click it over and over and essentially (imo) become to hard to kill. I understand they are ambushers, but i just dont like them being able to use the whole teleport bar to get into the fight and then just right click over and over and go 5 feet at a time (also being unhittable during those small jumps) and essentially get away even if the fade uses his resources like a idiot. it would have to be a very low % of the bar needed to teleport for this to work, anything crazy like 1/3 or even 1/4 would just kill the fade. This may be a moot point because of the other stuff that will be added to ns 2 (like exos and heavier guns) but at the moment i think the fade can teleport no matter what his % of the teleport bar is. Maybe balance it by reducing the usage of the bar during teleport, i dont know it just seems to be something that is a odd mechanic and at the current state of the game incredibly annoying even with a group of marines using shotguns flamers nades etc.
-Sentries: This has probably been brought up 100 times so sry if this is overkill. Basically if the marines are starting to lose you just build lots of sentries (even if the aliens have you stuck in your spawn) you can make it almost impossible for the aliens to counter it in a way that doesnt take 5 days. Onos will probably fix this, but also Bile needs to have less of a ARC imo because you gotta aim so high and the gorges tongue gets in the damn way you cant really see if your hitting the right spot. Maybe to reduce the crazy number of structures make sentries 360 degree field of fire but have a slow turn rate (dont know how slow) so that maybe a skulk could still be able to take them out if he is moving around the turret while attacking. Reason i bring the field of fire up is because obviously everyone knows if you make 1 sentry you almost always are gonna have to make a sentry covering its back. Just seems like to many structures for the aliens to have to deal with. Also people say they lag the server (i have no idea, most games are pretty good and stable for me) so this way we could add a limit to sentries overall and lower the limit of sentries or structures, because i know the limitation for dropping alot of sentries is because to many structures not just sentries. So i would propose lowering limiting the number of sentries (or structures) that can be placed in a certain Diameter or however you wanna split up the limitation. lowering the structure limit would also include the 360 degree change of course. Also just a stupid side point but alien hydras are really horrible, especially for the cost (not that its astronomical but still its high for how useful hydras are. Hydras are useless now because of nades, i cant imagine how useful they are going to become with more content. Also i just want more usefull stuff to build as the gorge :(.
Did not mean this to be so lengthy, just love the game and had two things that kept coming up in games ive played so far :). Love the work, awesome beta.
-Fade Teleport: I love the way it is now. Here is my only problem. I believe when a fade uses his teleport to the point where the bar is at 0 (depleted) he should have to wait to a certain percentage of the bar until he can use it again. Ok so that is probably is confusing, so here it is a nutshell: at 0 fade teleport juice (or whatever you wanna call it) the fade should have to wait to say 1/5 of the teleport juice bar before he can teleport. My main reason for this is even at 0 teleport juice the fade can still just click it over and over and essentially (imo) become to hard to kill. I understand they are ambushers, but i just dont like them being able to use the whole teleport bar to get into the fight and then just right click over and over and go 5 feet at a time (also being unhittable during those small jumps) and essentially get away even if the fade uses his resources like a idiot. it would have to be a very low % of the bar needed to teleport for this to work, anything crazy like 1/3 or even 1/4 would just kill the fade. This may be a moot point because of the other stuff that will be added to ns 2 (like exos and heavier guns) but at the moment i think the fade can teleport no matter what his % of the teleport bar is. Maybe balance it by reducing the usage of the bar during teleport, i dont know it just seems to be something that is a odd mechanic and at the current state of the game incredibly annoying even with a group of marines using shotguns flamers nades etc.
-Sentries: This has probably been brought up 100 times so sry if this is overkill. Basically if the marines are starting to lose you just build lots of sentries (even if the aliens have you stuck in your spawn) you can make it almost impossible for the aliens to counter it in a way that doesnt take 5 days. Onos will probably fix this, but also Bile needs to have less of a ARC imo because you gotta aim so high and the gorges tongue gets in the damn way you cant really see if your hitting the right spot. Maybe to reduce the crazy number of structures make sentries 360 degree field of fire but have a slow turn rate (dont know how slow) so that maybe a skulk could still be able to take them out if he is moving around the turret while attacking. Reason i bring the field of fire up is because obviously everyone knows if you make 1 sentry you almost always are gonna have to make a sentry covering its back. Just seems like to many structures for the aliens to have to deal with. Also people say they lag the server (i have no idea, most games are pretty good and stable for me) so this way we could add a limit to sentries overall and lower the limit of sentries or structures, because i know the limitation for dropping alot of sentries is because to many structures not just sentries. So i would propose lowering limiting the number of sentries (or structures) that can be placed in a certain Diameter or however you wanna split up the limitation. lowering the structure limit would also include the 360 degree change of course. Also just a stupid side point but alien hydras are really horrible, especially for the cost (not that its astronomical but still its high for how useful hydras are. Hydras are useless now because of nades, i cant imagine how useful they are going to become with more content. Also i just want more usefull stuff to build as the gorge :(.
Did not mean this to be so lengthy, just love the game and had two things that kept coming up in games ive played so far :). Love the work, awesome beta.
Comments
As for a solution to sentry spam, check my post out about a power system. The power system adds in another resource which doesn't need to be directly monitored like Res, but affects building massive amounts of buildings in the event marines are being overrun and decide to sentry spam.
Note: I disagree with putting a set cap on structures. The team should be able to smartly use the resources they have available to get the best amount of units possible. Using the energy resource system I've been proposing: It allows marines to still set up a large base, because they have a near ever increasing supply of energy, and if they play it smart, and build more command stations(to increase cap), defend power nodes(increase the cap) and build batteries(increase the cap), they can still... kind of sentry spam, but at that stage, the marines are winning anyway, and theyre probably going to get a production speed boost anyway(also proposed in my power node idea thread) and be able to rush the aliens for a quick finish.
I hope that makes sense.
But 360 degrees for sentry guns... while slow, I agree with.
I also agree with your point about a 1/5 fade energy bar regeneration period in the event they totally use up their energy. That really doesn't need much discussion... just implement it right away UWE.
The bug is that the fade is missing the activation cost of blink.