Beacon should respawn all dead marines again.
NurEinMensch
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
+1
And also make beacon to cost pres and remove the energy as a resource from the game.
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.
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
This would reward teams with good econonmy and allow the enemy to dirrectly attack their economy by forcing beacon.
Making beacon cost tres (imho the commander should never use pres) and perhaps a cooldown (individual to each obs) it could work
+1 for t.res beacon
+0.5 for cooldown
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
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.
As someone pointed out though it's rather unfair considering Alien spawn points (eggs) can be destroyed so easily in NS2.
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
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.
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.
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.
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
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.