Beacon should respawn all dead marines again.

NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
At least that's how I feel. I know it was changed for a reason but I am not certain the reason applies anymore after all the changes we have seen. Plus marines could need a little boost and a stronger counter to rushes. I also feel like the command station (and hives for that matter) go down a bit too easily but I wouldn't want to tweak that too much before all the tech is in the game.

Comments

  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1928773:date=Apr 23 2012, 02:42 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Apr 23 2012, 02:42 PM) <a href="index.php?act=findpost&pid=1928773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At least that's how I feel. I know it was changed for a reason but I am not certain the reason applies anymore after all the changes we have seen. Plus marines could need a little boost and a stronger counter to rushes. I also feel like the command station (and hives for that matter) go down a bit too easily but I wouldn't want to tweak that too much before all the tech is in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    And also make beacon to cost pres and remove the energy as a resource from the game.
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    I agree, but it could cause some balance issues on 10vs10 or more puplic servers
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    What if it was turned into some kind of rapid recall system, where marines are teleported into the room at random locations as before, but rather than happening all at once, it does it rapidly one by one. There could maybe be a 2-3 second interval between each marine spawning, and the obs would have to enable this "mode" which would steadily drain energy or whatever resource it would use. As long as it was active, marines would continue to spawn and resources would continue to drain, until resources ran out or the commander deactivated it.

    Spawning one by one may result in the marines just getting targeted down, but I think with the right interval and enough randomness with regards to spawn location, the attacking aliens would eventually be overrun.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    Btw, as Marine I want to be able to cancel the beacon for myself if neccessary.
    I know beacon should have kind of a negative effect, but it would stay, because if not enough marines will be beaconed, a alienrus could end in a alien victory
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    This should not be a issue in larger games, marines will always use map control when they need to beacon. Also if it costs res then they should be unable to spam it when they are stuck in base.

    This would reward teams with good econonmy and allow the enemy to dirrectly attack their economy by forcing beacon.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I "think" it was taken out because of turtling stalemates. If marines get 3-4 observatories and turtle in their base, its nearly impossible to take them out.

    Making beacon cost tres (imho the commander should never use pres) and perhaps a cooldown (individual to each obs) it could work
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    <!--quoteo(post=1928789:date=Apr 23 2012, 01:35 PM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Apr 23 2012, 01:35 PM) <a href="index.php?act=findpost&pid=1928789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Making beacon cost tres (imho the commander should never use pres) and perhaps a cooldown (individual to each obs) it could work<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 for t.res beacon
    +0.5 for cooldown
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I disagree with this idea. If Kharaa start getting egg-camped, it's GG for them; they don't have a magic button that completely undoes all the enemy team's hard work. Marines shouldn't be able to flip a switch and dump their entire team out of death; the way beacon works now is balanced and useful without being overpowered.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I kind of agree, maybe it could spawn 2 per ip, or one per obs.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    I think improvements need to be made to beacon anyway. . .

    Just lost another game when I beaconed in a room that had Infantry portals, but no Comm Chair and marines spawned way away from that area
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited April 2012
    I agree with you on beacon.
    BUT! With energy it will be too cheap for the gain, basicly free, regen over time. Does not slow down production of other things.
    If UWE makes this change, they should change the cost to 10 team res.
    I hope they do, as it will make beacon a considerable investment, instead of the current beacon that you can keep spamming(for "free"), and is weaker.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    i like the idea of respawning dead, but for this to be a different cost then actually beaconing
  • Unknown_SoldierUnknown_Soldier Join Date: 2002-11-03 Member: 6395Members
    I feel bad every time I see a comm beacon when his team is dead, only to have nothing happen. Team resurrection really should be put back in, but maybe make it like a "super beacon" which shuts down the obs for a minute or two.

    As someone pointed out though it's rather unfair considering Alien spawn points (eggs) can be destroyed so easily in NS2.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    This highlights the ridiculous spawn system...why can't we just spawn in with some temporary armor buff the prevents camping or just spawn AROUND the IP instead of in one spot. The issue is also the same for aliens. Aliens are just going to spawn in eggs, why can't the alien commander choose where they want eggs to spawn? It seems a little redundant that both teams have spawn systems which exploit zero-skill mechanics camping. No more a marine likes to have their IP camped than aliens enjoy spawning or evolving as their egg gets shot. The spawning system needs to be revamped to disable camping or at least revise it.

    I don't think this solution is the way to go because it gives marines two-fold early pushing power. You could theoretically sell IPs and just use beacons to spawn in early game with this, and while it would create more tactical diversity, it would disrupt the balance of the game.

    If you wanted to buff beacon in some way, you could let it give all marines beaconed full health, armor, ammo, and a five second nano shield.

    Overall, I think the spawning system just needs to be changed for both teams
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited April 2012
    I could see this (super-beacon) if it was a second-tier per-building upgrade (rather than a single research) and destroyed the Obs in the process of triggering it. Boom, costs TRes, time (re-build, re-upgrade), takes out the obs (and its benefits) unless a second is already up, and isn't a spammable turtle-helper.

    As it stands now, a lot of the mechanics are in place to keep rounds fairly short. Lack of base defense is not something that should be compensated for with a game mechanic change, it's something that players need to do rather than ramboing off (which I STILL see happen a majority of the time). Temporary invulnerability on spawn (and phasegate usage, and leaving the CC, and...) has been suggested numerous times. It's unworkable. It grants an INSANE benefit to base-defenders; even a few seconds is more than enough to fight off someone taking out your spawn. And if your spawn's getting chewed on by more than a sneaky distraction-skulk? It deserves to go down. It's entirely unlike a single Marine able to egg-camp a Hive fairly well single-handed, due to the advantage of ranged damage.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1929138:date=Apr 23 2012, 10:48 PM:name=Talesin)--><div class='quotetop'>QUOTE (Talesin @ Apr 23 2012, 10:48 PM) <a href="index.php?act=findpost&pid=1929138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Temporary invulnerability on spawn (and phasegate usage, and leaving the CC, and...) has been suggested numerous times. It's unworkable. It grants an INSANE benefit to base-defenders; even a few seconds is more than enough to fight off someone taking out your spawn. And if your spawn's getting chewed on by more than a sneaky distraction-skulk? It deserves to go down. It's entirely unlike a single Marine able to egg-camp a Hive fairly well single-handed, due to the advantage of ranged damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Neither of these situations should be happening as easily as they do. You SHOULD be able to defend your base strongly because it discourages rushing which is a completely rude and cheese tactic. And no, it takes barely any time for aliens to rush marines base because they have nothing they need to build AND have a faster movement system (which is allegedly "skill" based on rolling on spacebar). It doesn't happen that often to aliens unless a huge group of marines get into an unaware alien base, but two or three aliens can spawn camp the IPs forever because of the terrible spawning system; the same happens for aliens but not on as serious of a level because aliens can hit the ground running if they spam click to get out of their egg, and their eggs aren't all in the same spot, and they can also actually change eggs.

    It is not unworkable, and people should be given benefits for defending their base. The idea of giving attackers an advantage on attacking a base is a redundant idea. At the very least you could make marines spawn in a ghost form for 3 seconds and give aliens a temporary health boost for like three seconds.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Super beacon as an upgrade would be cool, and I agree they should abolish energy. Beacon could just be on cooldown/obs (with an ability to upgrade the obs to cut cooldowns), or cost t.res or p.res.
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Don't like it. If you want more people to spawn when they die, build more IPs.
  • invTempestinvTempest Join Date: 2003-03-02 Member: 14223Members, Constellation, Squad Five Blue
    If beacon was changed to limit turtles then it does a very poor job of doing that as turtles are just as powerful as ever. The solution to fixing the issue with turtling has nothing to do with beacon but more on the fact that aliens don't get any upgrades to increase their base effectiveness, but this is a different topic for a different thread.

    I for one think beacon should be returned to its former glory but changed to cost 10 tres instead of costing "Energy". However, an issue with the res system remains and I would like to see that fixed before they even attempt to add this back into the game otherwise even at the cost of 10 tres you will see a beacon every 80 seconds.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited April 2012
    <!--quoteo(post=1929530:date=Apr 24 2012, 08:38 PM:name=invTempest)--><div class='quotetop'>QUOTE (invTempest @ Apr 24 2012, 08:38 PM) <a href="index.php?act=findpost&pid=1929530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The solution to fixing the issue with turtling has nothing to do with beacon but more on the fact that aliens don't get any upgrades to increase their base effectiveness, but this is a different topic for a different thread.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also dont forget that as you lose map control (map control being the requirement for obtaining winning tech)<u> you do not lose tech. </u>
    Thus, you end up with Tier 3 tech all held up in one location.

    IF say, some tech was tied to a techpoint, you wouldn't end up with this situation , as you were slowly declining in effectiveness as a team as you lost your map control. This method would be far more intuitive than the current model. (gain map control to gain tech, but dont lose tech as you lose map control?)

    /derailing rolling coaster
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    Yeah i have been thinking this for the last few builds. Expecialy as aliens have just become increasingly harder to defeat
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2012
    Also the destroying the armslab in ns2 isn't anywhere near as punishing to the marine team as it is in ns1.

    Weapons 1-3 and Armor 1-3 should be upgrades that can be destroyed and force the marine team to re-upgrade.

    /rollercoster off the rails.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    Also can we please have beacon stop moving marines that are already within range of the base? It's really frustrating to already be defending the base and then be beaconed to a spot ten feet away and facing a different direction.
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