Make Cysts invisible

PampelmusePampelmuse Join Date: 2005-04-06 Member: 47641Members
edited March 2012 in NS2 General Discussion
<div class="IPBDescription">and the reasons why</div>Please make cysts invisible after an initial "build time" of maybe 2 seconds.
They should only become visible when being <b>scanned</b>, in reach of an <b>obs</b> or when they are <b>damaged</b>.

<u><b>Reason 1:</b></u>
it adds a bit more of "skill" gameplay:
- the marines who have to figure out where the cysts might be planted, by watching the creep spread and guessing its center point.
- the alien comms who can save their cysts by carefully planting them,
- the gorge's cysts make more sense since they can even use harder-to-find spots at the ceiling and at the wall.

<u><b>Reason 2:</b></u>
Alien comm can decide whether to be greedy with cyst placement or he can do it the safe, slower way:
By putting the cysts as far away from another as possible its obviously faster, but you can easily spot single patches of creep.
Once you decide to tighten up the placement of cysts, your goo carpet overlaps and its harder to spot the cysts without the scan, or...

<u><b>Reason 3:</b></u>
Give the Flamethrower more use as it can easily spot cysts with hits AoE damage. This helps him fill out a bigger niche in the marine weaponry.


<u><b>Downsides:</b></u>
Marines will maybe struggle even more with this change, but i think that the current imbalance between kharaa and tsa is not related to cyst gameplay and should be handled by tweaking other elements of the game (hi exosuit!).

Comments

  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Okay, but all Extractors get auto-targeting turrets.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    We'll see how PRes Cysts fare next patch. If they do indeed cost 2 PRes, you can place 12 Cysts at game start (from 6 with Hive energy).
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1912981:date=Mar 14 2012, 03:19 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Mar 14 2012, 03:19 PM) <a href="index.php?act=findpost&pid=1912981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We'll see how PRes Cysts fare next patch. If they do indeed cost 2 PRes, you can place 12 Cysts at game start (from 6 with Hive energy).<!--QuoteEnd--></div><!--QuoteEEnd-->
    orly?

    Thats quite a huge change. Will be interesting.

    Will marines commander get something similar? Comm uses PRes to drop medpacks and ammo?
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
  • RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
    <!--quoteo(post=1912987:date=Mar 14 2012, 01:48 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Mar 14 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1912987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->orly?

    Thats quite a huge change. Will be interesting.

    Will marines commander get something similar? Comm uses PRes to drop medpacks and ammo?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Comm's can use PRes to drop weapons already
  • PampelmusePampelmuse Join Date: 2005-04-06 Member: 47641Members
    yes the pres change will have a huge impact on gameplay.
    but with them costing actual res can hurt the comm quite heavily. with 2 res towers in the early game, which is quite common except for mineshaft, you can only place a new cyst every 32 seconds (0.25res x 2 harvesters x 8 seconds) then. so if you lose a few initial cysts..
    game over or next one to comm.

    second though is that normally i quit commanding after 3rd hive is up and dump my res into onos to help pushing the game to its end. that will be gone once you spend your pres while comming. which may not be bad for balance though.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1912987:date=Mar 14 2012, 10:48 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Mar 14 2012, 10:48 PM) <a href="index.php?act=findpost&pid=1912987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will marines commander get something similar? Comm uses PRes to drop medpacks and ammo?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Maybe i didnt get the phun - medpacks, ammo and weapon drops cost PR... (and have since the first day)
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    I wish you could place cysts on the ceiling as Alien commander. Slow down the axe wielding marines and require them to shoot them down instead.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2012
    What frustrates me about alien comm cyst placement currently is that I can only place them visibly on the ground, whereas, as a gorge, I can place them in much less obvious places (or even just in places where marines can't knife the cyst, forcing them to waste ammo and allowing skulks to take advantage of that) Allowing the alien comm to place cysts on walls/ceilings would already go a long way IMO.

    To be honest, they should even consider only letting gorges place cysts, because currently there's very little need for a gorge at the start of the team, requiring gorges to spread infestation would put gorges back at the center-stage (currently with ###### hydras and commander placing everything he's become heavily marginalised, this will get even worse when they take his bilebomb away) It would also GREATLY improve commander-gorge interaction. This is provided they find enough other things for the alien commander to do, since he's quite boring as it is.

    P.res on cysts is definitely a step in the right direction, as is making them cheaper, now all they need is to buff hydras and we may actually see some more viable room control tactics appear as gorge.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    I would be more interested if invisible cysts were a researchable upgrade from a shade hive (costing Tres), and possibly a small Pres/Tres cost per cyst (so not all cysts are invisible, kinda OPish). It makes more sense gameplay/balance wise.

    An interesting expansion on this would be invisible extractors for 10 Tres per extractor, Plus an initial Tres research cost. This would be more costly but less micro intensive for the Khamm. Versus dropping a shade for 10 Tres and cloaking it as often as possible. The high cost should keep this from getting spammed.

    example:

    Cloaking a forward base (say an extractor, a crag, and a whip) this way would cost 30 Tres + the Tres research cost, so 30+ Tres. Basically half the cost of a hive. While a shade and some micro gives the same effect for 10 Tres.
  • Gravity GraveGravity Grave California Join Date: 2012-03-10 Member: 148556Members, Reinforced - Shadow
    <!--quoteo(post=1912981:date=Mar 14 2012, 01:19 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Mar 14 2012, 01:19 PM) <a href="index.php?act=findpost&pid=1912981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We'll see how PRes Cysts fare next patch. If they do indeed cost 2 PRes, you can place 12 Cysts at game start (from 6 with Hive energy).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hey Psi, how do you know about this? I've been looking around for a list of upcoming features in the next patch (or current features on the test server), but I can't find it anywhere. Closest I can find is the pivotal project tracking, and that doesn't mention this at all.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1913034:date=Mar 14 2012, 03:33 PM:name=Gravity Grave)--><div class='quotetop'>QUOTE (Gravity Grave @ Mar 14 2012, 03:33 PM) <a href="index.php?act=findpost&pid=1913034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey Psi, how do you know about this? I've been looking around for a list of upcoming features in the next patch (or current features on the test server), but I can't find it anywhere. Closest I can find is the pivotal project tracking, and that doesn't mention this at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The task was on the progress tracker last week, it became Accepted and was taken off by weekly refresh~
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    edited March 2012
    Confirmed. They do require P.Res to drop cysts. Best make friends with a Gorge to make it easier on you. Also some of the teams have been utilizing the Gorge's cyst placement advantages early in the game before P.Res was introduced so that the comm can re-purpose hive energy to Drifters.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    LoL, of course, if you haven't got RT's, then the gorge has no PRes for his cysts either :) So a gorge buddy may not be much use :)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    But yeah, back to invisible Cysts, it's not a bad idea per say to increase Flamethrower usage, especially if it reveals them with flames. I'd go as far as making them only reveal from Scan and Flames, not by damage (sorta like SC2 Creep Tumors, where Siege tank splash can damage but not reveal them).

    ARCs then wouldn't be able to immediately destroy a whole chunk of the chain with its monstrous 900 dmg per salvo, requiring a nearby Obs or using Scan to do some serious demolition.

    I mean, if you can see the green blood splatter when you're axing a spot in the DI, you'll be doing damage to the Cyst anyhow. It'll just require some educated guess-work, is all.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1913029:date=Mar 15 2012, 12:20 AM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Mar 15 2012, 12:20 AM) <a href="index.php?act=findpost&pid=1913029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would be more interested if invisible cysts were a researchable upgrade from a shade hive (costing Tres), and possibly a small Pres/Tres cost per cyst (so not all cysts are invisible, kinda OPish). It makes more sense gameplay/balance wise.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^ This! The idea sounds nice. But it has to be balanced some way. Only make it available with shade hive. And I think it would be easier to upgrade all cysts at once with a costly T-Res upgrade from the veil.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I really like this idea, and don't even think it would be necessary to make it an upgrade although I'm perfectly fine with that being the way to go with it as well. Maybe a one time 15-20 tres upgrade from the veil. As has been said, skilled players would be able to locate the central area of infestation to attack and watch out for the hit detection.

    It should be visible for about 5-7 seconds as it's placed before going invisible, only appearing with scans. It's a nice middle ground for the original idea of cysts/infestation being most vulnerable to flamethrowers, yet still allowing early game marines to do something about them requiring a little bit more effort than it does now.
  • cH40z-LordcH40z-Lord Join Date: 2009-07-26 Member: 68269Members, Reinforced - Shadow
    <!--quoteo(post=1913029:date=Mar 15 2012, 12:20 AM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Mar 15 2012, 12:20 AM) <a href="index.php?act=findpost&pid=1913029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would be more interested if invisible cysts were a researchable upgrade from a shade hive (costing Tres), and possibly a small Pres/Tres cost per cyst (so not all cysts are invisible, kinda OPish). It makes more sense gameplay/balance wise.

    An interesting expansion on this would be invisible extractors for 10 Tres per extractor, Plus an initial Tres research cost. This would be more costly but less micro intensive for the Khamm. Versus dropping a shade for 10 Tres and cloaking it as often as possible. The high cost should keep this from getting spammed.

    example:

    Cloaking a forward base (say an extractor, a crag, and a whip) this way would cost 30 Tres + the Tres research cost, so 30+ Tres. Basically half the cost of a hive. While a shade and some micro gives the same effect for 10 Tres.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I fu...ing love that idea!
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1913163:date=Mar 15 2012, 07:40 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 15 2012, 07:40 AM) <a href="index.php?act=findpost&pid=1913163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like this idea, and don't even think it would be necessary to make it an upgrade although I'm perfectly fine with that being the way to go with it as well. Maybe a one time 15-20 tres upgrade from the veil. As has been said, skilled players would be able to locate the central area of infestation to attack and watch out for the hit detection.

    It should be visible for about 5-7 seconds as it's placed before going invisible, only appearing with scans. It's a nice middle ground for the original idea of cysts/infestation being most vulnerable to flamethrowers, yet still allowing early game marines to do something about them requiring a little bit more effort than it does now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like the idea and I agree it should be a upgrade for shade hive. Fits the theme well.
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