Power node repairing speed
TimMc
Join Date: 2012-02-06 Member: 143945Members
<div class="IPBDescription">Any point in killing them?</div>I've stopped attacking them around the map, but assumed rushing the power node with an onos was still a valid tactic. However whenever I did last night, 3 marines would suicide rush to repair in instantly.
In the end I just solo'ed the CC, so instant death still isn't easy to avoid for marines (which is a bit daft, to my mind IPs should always tactically better to take out before CC).
What are your thoughts on this? Sad that power nodes are now pointless to kill? I'm hoping aliens get a way to prevent the nodes from being enabled when infestation is around - keep the lights out at least a bit longer.
In the end I just solo'ed the CC, so instant death still isn't easy to avoid for marines (which is a bit daft, to my mind IPs should always tactically better to take out before CC).
What are your thoughts on this? Sad that power nodes are now pointless to kill? I'm hoping aliens get a way to prevent the nodes from being enabled when infestation is around - keep the lights out at least a bit longer.
Comments
My first time comming i click on the damn power node for a good 30-40 seconds trying to figure out how to build it with my team asking wth the RT was. No idea why they magically appear AFTER you build the extractor.
The only effective way to keep the power off in a room is to use Onos and keep smashing the PN after a Marine repairs it in ~5 seconds...
My first time comming i click on the damn power node for a good 30-40 seconds trying to figure out how to build it with my team asking wth the RT was. No idea why they magically appear AFTER you build the extractor.<!--QuoteEnd--></div><!--QuoteEEnd-->
They used to be able to build when clicked on, but I guess now we need to invest in an area by dropping RT and whatnot.
Also agree that as far as area control mechanisms go, aliens have an expensive, weak and difficult to control one while marines have a free, strong, and easily controlled one. I can almost guarantee this will not be addressed while we still have the alien win percentages we do now though.
Also agree that as far as area control mechanisms go, aliens have an expensive, weak and difficult to control one while marines have a free, strong, and easily controlled one. I can almost guarantee this will not be addressed while we still have the alien win percentages we do now though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Once the final alien abilities appear, exosuits and HMG... should be pretty balanced. Exosuit and HMG are massively powerful compared to fades being able to shoot, and gorges being able to put up webs.
I don't really see a way to tweak the current PN and repairing implementation to resolve the quirky metagame of when to destroy and when to just damage a PN. There still could be a way though. Perhaps there could be a larger difference between deploying a fresh PN at the beginning of a game and repairing a destroyed PN.
maybe marines would be allowed to repair powernodes up to 40% (warning-threshold) even without welders? on the other hand, only allowing them to restore destroyed ones to 40% without a welder. this is because it does not make sense to me that marines can repair a destroyed powernode but not a damaged one...
Last time i played commander you had the option to build it manually by clicking on it.
but i guess they removed it from the game?
As for the repair speed i think it's fine. The onos alone can already 5 shot the thing to death by itself, which when cut can be a HUGE devastating blow the marine team since all of their buildings stop working (Trust me, Can't tell you how many times we won a game against a heavily fortified marine team because we cut the power rendering all of their turrets and assets useless).
Perhaps the devs can change it so the power node builds slower if the player does not have a welder? I think that would be an even balance
This makes some sense, I like it.
Right now, Coms can drop over the entire map and just shield & recycle anything vulnerable when it's hit. This would reduce the effectiveness of that tactic.
Right now, Coms can drop over the entire map and just shield & recycle anything vulnerable when it's hit. This would reduce the effectiveness of that tactic.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would cripple the Marines. Cyst network is the counterpart to the Power Node. Cysts will cost P.Res in the upcoming build, which will be vastly "cheaper" than T.Res. Such fundamental structures should not require the team to sacrifice tech or significant (team) resource to replace.
Losing a Power Node already puts Marines in the room at a disadvantage, as their structures no longer function, and marines' vision are impaired. The only major problem right now, is the ridiculously fast repair rate.
maybe marines would be allowed to repair powernodes up to 40% (warning-threshold) even without welders? on the other hand, only allowing them to restore destroyed ones to 40% without a welder. this is because it does not make sense to me that marines can repair a destroyed powernode but not a damaged one...<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
On the other hand killing power nodes which just fuel an extractor or both an extractor and an armory is completly useless right now. Taking down the buildings would be faster and hurt the marine time as they loose 10 / 20 TRES.
The powernode building speed/repair speed seems a bit akward atm, I am sure it can be tweaked...
Cysts cost Pres now for gorges, and Energy for Khomms. Are you saying Khomms will pay P.Res for them too? That could be interesting...