swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited February 2012
<!--quoteo(post=1903576:date=Feb 16 2012, 01:11 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 16 2012, 01:11 AM) <a href="index.php?act=findpost&pid=1903576"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2)infestation don't give vision.<!--QuoteEnd--></div><!--QuoteEEnd--> It could be a good upgrade though. Like a motiontracker equalent.
SkymanderXGreen Marine - The Few, The Proud, The Green.Join Date: 2011-07-29Member: 113006Members
all i have to say is that i'm an active advocate for more com chair upgrades. I still think beacon and some sort of defense turret upgrades should be available from the cc, proposing that dropping a cc is a form of defense and a statement of territory control ( or at least an attempt for it) A com chair should be more than a scapegoat or hive drop prevention. It should be meaningful to have multiple ccs such as how it is VERY meaningful to have multiple hives.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1903651:date=Feb 16 2012, 05:01 AM:name=SkymanderX)--><div class='quotetop'>QUOTE (SkymanderX @ Feb 16 2012, 05:01 AM) <a href="index.php?act=findpost&pid=1903651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->all i have to say is that i'm an active advocate for more com chair upgrades. I still think beacon and some sort of defense turret upgrades should be available from the cc, proposing that dropping a cc is a form of defense and a statement of territory control ( or at least an attempt for it) A com chair should be more than a scapegoat or hive drop prevention. It should be meaningful to have multiple ccs such as how it is VERY meaningful to have multiple hives.<!--QuoteEnd--></div><!--QuoteEEnd--> How about giving a small personal resource income increase, say like +15% per extra CC? After jetpacks and mines came in the game, there is alot to use personal res on, and you can quickly run out of res. I don't think we need the CC to become some kind of static defense.
Phase gates are fine for reducing travel time, but they shouldn't invalidate map control.
What's the point in infestation and defensive structures and teamwork if the best way to win is to plonk a PG in the hive and teleport the entire marine team into it by exploiting a deficiency in the amount of information the game makes available to the alien comm.
I mean, if the comm doesn't notice that a marine has gotten through and is building in the hive room or close to it, it means the game prompts aren't working properly, because there is no reasonable way the aliens in-story wouldn't notice that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Scouting is an integral part of the game, and essential for any sort of progress in skill. Knowledge of your enemy's actions is vital to making good and effective decisions throughout the game. Often, when asking a more experienced player how they should improve, the answer is 'scout more' or 'scout better'.<!--QuoteEnd--></div><!--QuoteEEnd-->
To uncover enemy game-play decisions To reveal the expansions of the opponent To learn the location of enemy units To facilitate the prediction of tech choices To assist game-play decisions<!--QuoteEnd--></div><!--QuoteEEnd-->
From starcraft guide. Scouting is one of the most important skill in starcraft. It allows for a lot of mind games, sneaky play, and overall strategic depth.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.
<!--quoteo(post=1903779:date=Feb 16 2012, 09:32 AM:name=Skuggan)--><div class='quotetop'>QUOTE (Skuggan @ Feb 16 2012, 09:32 AM) <a href="index.php?act=findpost&pid=1903779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yuuki took the words out of my mouth.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this should be added, it had to be applied for hives as well.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited February 2012
<!--quoteo(post=1903779:date=Feb 16 2012, 04:32 PM:name=Skuggan)--><div class='quotetop'>QUOTE (Skuggan @ Feb 16 2012, 04:32 PM) <a href="index.php?act=findpost&pid=1903779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yuuki took the words out of my mouth.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.<!--QuoteEnd--></div><!--QuoteEEnd--> I think thats overdoing it. I think it should be a personal resource income, because it would increase use of medpacks and ammo, and hopefully nano shield as well? The income should be small, I'd say between 15% and 20% extra personal res income per extra CC sounds reasonable. That way it hives won't need it, because hives already open up for lots of stuff for the aliens. At least the 2nd one.
Comments
It could be a good upgrade though.
Like a motiontracker equalent.
How about giving a small personal resource income increase, say like +15% per extra CC?
After jetpacks and mines came in the game, there is alot to use personal res on, and you can quickly run out of res.
I don't think we need the CC to become some kind of static defense.
Phase gates are fine for reducing travel time, but they shouldn't invalidate map control.
What's the point in infestation and defensive structures and teamwork if the best way to win is to plonk a PG in the hive and teleport the entire marine team into it by exploiting a deficiency in the amount of information the game makes available to the alien comm.
I mean, if the comm doesn't notice that a marine has gotten through and is building in the hive room or close to it, it means the game prompts aren't working properly, because there is no reasonable way the aliens in-story wouldn't notice that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->General Scouting Purposes
To uncover enemy game-play decisions
To reveal the expansions of the opponent
To learn the location of enemy units
To facilitate the prediction of tech choices
To assist game-play decisions<!--QuoteEnd--></div><!--QuoteEEnd-->
From starcraft guide. Scouting is one of the most important skill in starcraft. It allows for a lot of mind games, sneaky play, and overall strategic depth.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this should be added, it had to be applied for hives as well.
And I also think its a good idea to make more CCs add to the income on all res towers. This of course has to be balanced but maybe 15-50% per extra CC. This would open up for alot more strats as long as the balance is good.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think thats overdoing it.
I think it should be a personal resource income, because it would increase use of medpacks and ammo, and hopefully nano shield as well?
The income should be small, I'd say between 15% and 20% extra personal res income per extra CC sounds reasonable.
That way it hives won't need it, because hives already open up for lots of stuff for the aliens. At least the 2nd one.