Sharing energy cost for both marine/aliens
oldassgamers
Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
Just of ceriousity,
Currently when playing marines or alien commander i have to bind each hive from 1,2,3 and use up it's energy. Wouldn't it be more effection to have all command stations / alien hives to share the same energy polls?
I really like the command ability page for marines where you have all the support ability in one page (medpacks, ammo, nano-shield, etc). But when fast clicking on nano shield it's only linked to the energy poll of the first command station not to the other once.
Having all marine command station linked together would make the support ability page be better when it comes to nano-shield aiding your marines :D
I'm really babling alot, I do understand while writing this, that you're understanding what I'm trying to say :)
Someone sum it up in one sentence, to TEACH me good english. I'll give a reward :)
Currently when playing marines or alien commander i have to bind each hive from 1,2,3 and use up it's energy. Wouldn't it be more effection to have all command stations / alien hives to share the same energy polls?
I really like the command ability page for marines where you have all the support ability in one page (medpacks, ammo, nano-shield, etc). But when fast clicking on nano shield it's only linked to the energy poll of the first command station not to the other once.
Having all marine command station linked together would make the support ability page be better when it comes to nano-shield aiding your marines :D
I'm really babling alot, I do understand while writing this, that you're understanding what I'm trying to say :)
Someone sum it up in one sentence, to TEACH me good english. I'll give a reward :)
Comments
Personally I like the energy mechanics on the hives the way they are, without linking them altogether like the assist tab for marine commanders. It actually requires more macro skill, allows you to determine what energy you'd like being used from where and having to maintain the balance of energy/tres consumption. I say it all the time, but I'll say it again, the alien commander needs more to keep themselves busy and think about, not less.
I'm interested to see how PRes Cysts and TRes Drifters will play out, as it is the "first" PRes ability for A.Comm. to date.
It'll probably stop GorgeKhams from doubling up on base expansion in the beginning of the round, for one. Probably for the better.
Just switch commander... ? :p
I said it would prevent "GorgeKhams" from "doubling up", not that it would stop teammates from contributing to the team's territory control.
As it is now, you can buy a ton of Cysts, go gorge, and lay down a ton more beyond what hive energy allows, since you won't be using your Res as Kham anyway. This will fix that: forcing players to spend res that could actually be used for combat if they want to extend the chain.
Personally I like the energy mechanics on the hives the way they are, without linking them altogether like the assist tab for marine commanders. It actually requires more macro skill, allows you to determine what energy you'd like being used from where and having to maintain the balance of energy/tres consumption. I say it all the time, but I'll say it again, the alien commander needs more to keep themselves busy and think about, not less.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I've been following uwe everyday thanks to the progress tracker and I haven't seen anything about removing the energy entirely?
<a href="http://www.play4dead.com/ns2/" target="_blank">http://www.play4dead.com/ns2/</a>
And also it may work having the alien hive binded for 1,2,3 when it comes to non-fast phasing things.
But when m.commander has the ability page to drop nano-shield, it must be linked through all command station to quickly use up all its energy. It's clumsy to click e + a for example, then 2 + a, and then back to e + a. It's smother to combine it in the same page (ability page).
I've done the gorge-kham a couple times and I can hardly see it being that game breaking. Kham using PRes for cysts is going to cause issues.
From what I can tell, so instead of being able to expand much more rapidly when having two hives, the Kham is now hindered by having to use their personal res.
I'm seriously hating the alien's expansion system more and more everyday. Not to mention how just stupidly easy it is to break a cyst chain as a marine.
<a href="http://www.play4dead.com/ns2/" target="_blank">http://www.play4dead.com/ns2/</a>
And also it may work having the alien hive binded for 1,2,3 when it comes to non-fast phasing things.
But when m.commander has the ability page to drop nano-shield, it must be linked through all command station to quickly use up all its energy. It's clumsy to click e + a for example, then 2 + a, and then back to e + a. It's smother to combine it in the same page (ability page).<!--QuoteEnd--></div><!--QuoteEEnd-->
The two things which use hive energy are Drifters and Cysts, they're being changed to use Res now so...
I doubt it, infestation is about the only mechanic shared between Khamm and Gorges, and additional Khamms mean TRes wrestle between main Khamm and other potential griefers/oblivious players.
Whats to stop players from already doing that now? All they need to do is be the first to jump in the hive and waste a whole bunch of energy mindlessly spamming cysts in the hive room. (or spam whips/more than 3 buff buildings when it becomes tres). If you think it would seriously be an issue, just lock the TRes to the first kham, but allow the second/third/etc kham to still use building's abilities and drop cysts.
Another thing that just popped in my head. Almost like the gorge-kham deal, one person jumps in hive and builds a cysts chain, hops out and another person jumps in and builds more cysts. The second person was able to use the 10 res he saved by not going gorge to build an additional 5 cysts. That is if they become 2 pres I thought I read somewhere. Effectively spreading infestation faster than before. Though it would require a bit of team work, but its not hard finding a partner to do it with.
Another thing that just popped in my head. Almost like the gorge-kham deal, one person jumps in hive and builds a cysts chain, hops out and another person jumps in and builds more cysts. The second person was able to use the 10 res he saved by not going gorge to build an additional 5 cysts. That is if they become 2 pres I thought I read somewhere. Effectively spreading infestation faster than before. Though it would require a bit of team work, but its not hard finding a partner to do it with.<!--QuoteEnd--></div><!--QuoteEEnd-->
I expect that will become the new equivalent of early-game Gorging to spread territory.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Design task Cysts => pres (2), Drifters => tres (2) transitioned from Started to Delivered<!--QuoteEnd--></div><!--QuoteEEnd-->
I would like to see more energy costs be converted to pres or tres.
As the alien commander needs more stuff to use res(especially pres) on.
Umbra/Fury/Cloak would fit in nicely, and cause more trade-offs.
Same goes for marine commander, make nano shield and scan cost pres, and make beacon cost team res(slows down tech, alá NS1).
I will boil that down in one sentence;
Remove energy, implement strategy.
I would like to see more energy costs be converted to pres or tres.
As the alien commander needs more stuff to use res(especially pres) on.
Umbra/Fury/Cloak would fit in nicely, and cause more trade-offs.
Same goes for marine commander, make nano shield and scan cost pres, and make beacon cost team res(slows down tech, alá NS1).
I will boil that down in one sentence;
Remove energy, implement strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really like that idea. +1 so far :)
I'm interested to see how PRes Cysts and TRes Drifters will play out, as it is the "first" PRes ability for A.Comm. to date.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't know but that sounds strange and like an lame fix to the "early game khamm boredom/cyst management" issue.
So then we will have both commanders spamming abilities/things "globaly" around the map? Majority of them at resource cost.
Additionally the one big mechanic that made the khamm unique in terms of gameplay from the marine comm, energy/cyst management, seems to be completely removed with that idea. But it would make the two sides easier to "balance" by adding the khamm pres in such an way.
But i guess we gotta see how all this actually plays, still can't say that i like the idea of making the khamm/comm "more similiar" in any kind of way.