Mini Cysts and Mines not doing enough?
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
Mines seem only useful against skulks currently
Other classes speed right past them and take very little damage
I was thinking that the damage on mines should be upped so that if you have a stack of 3 that you should in theory be able to kill a <u>running Fade</u>* with them
*If the mines can't kill a fade that blinks over them then they shouldn't activate for a blinking fade
Also, along with this increased damage, if mines did 300% or more damage to friendly structures this might encourage players to not spam them around buildings where in all honestly you would never put an explosive trap in real life
Letting the mines deal big damage to buildings would also give marines an option to place them like a satchel on or near enemy buildings
Maybe an alt fire on mines to let you toss them a short distance to be exploded using rifle fire or after a short delay
Mines are expensive and very risky when taken to the front line since they are not dropped so I see this being fairly easy to balance into the game
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Dual post, but I don't think Mini cysts aren't doing enough for the game
Gorges are able to place them at locations that the Alien Commander cannot and I think this needs to be more viable
Maybe make mini cyst cost a little more, but have them gum up broken power nodes, if placed directly on them, preventing marines from repairing them before destroying them <i>(which takes twice as long since they are mixed in with the machinery)</i>
Using a cyst or multiple cysts to gum up moving marine buildings could also be easily balanced into the game
Does risking moving a Gorge behind a sentry and paying resources to disable sound like gameplay you want or no?
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Other classes speed right past them and take very little damage
I was thinking that the damage on mines should be upped so that if you have a stack of 3 that you should in theory be able to kill a <u>running Fade</u>* with them
*If the mines can't kill a fade that blinks over them then they shouldn't activate for a blinking fade
Also, along with this increased damage, if mines did 300% or more damage to friendly structures this might encourage players to not spam them around buildings where in all honestly you would never put an explosive trap in real life
Letting the mines deal big damage to buildings would also give marines an option to place them like a satchel on or near enemy buildings
Maybe an alt fire on mines to let you toss them a short distance to be exploded using rifle fire or after a short delay
Mines are expensive and very risky when taken to the front line since they are not dropped so I see this being fairly easy to balance into the game
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Dual post, but I don't think Mini cysts aren't doing enough for the game
Gorges are able to place them at locations that the Alien Commander cannot and I think this needs to be more viable
Maybe make mini cyst cost a little more, but have them gum up broken power nodes, if placed directly on them, preventing marines from repairing them before destroying them <i>(which takes twice as long since they are mixed in with the machinery)</i>
Using a cyst or multiple cysts to gum up moving marine buildings could also be easily balanced into the game
Does risking moving a Gorge behind a sentry and paying resources to disable sound like gameplay you want or no?
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Comments
Mine friendly fire (be it to buildings or whatever) is open to involuntary griefing from people who want to help, and ruins part of the usefulness of mines in the first place (sticking a few near an outpost).
Mines are currently an excellent res dump, though smart lerks make them fairly useless.
I personally don't see the point of the cyst/minicyst split. Placing them on power nodes sounds interesting.