Onos kills power too fast
flyjum
Join Date: 2012-01-07 Member: 139849Members
Out of the 12 or so marine loses I have had when playing and winning 6 or so times this way
Onos rushing main base power node is too powerful
I like the fact that he got a buff by this but the main base power node needs more HP
Maybe make it scale based off how many buildings are attached to it so the marine team does not die to this everytime
You cant even beacon fast enough to stop it seems
Onos rushing main base power node is too powerful
I like the fact that he got a buff by this but the main base power node needs more HP
Maybe make it scale based off how many buildings are attached to it so the marine team does not die to this everytime
You cant even beacon fast enough to stop it seems
Comments
Onos rushing main base power node is too powerful
I like the fact that he got a buff by this but the main base power node needs more HP
Maybe make it scale based off how many buildings are attached to it so the marine team does not die to this everytime
You cant even beacon fast enough to stop it seems<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank the public players for this change. If you (and by you i dont mean the op) whine about marine turtling they will do something drastic like this. A giant Hello Kitty Bandaid. Screw fixing the actual problem.
Maybe powerpacks for IPs?
Or maybe your whole team wasn't able to kill an onos. Because no one played as a team?
Maybe the game was already over and you lost because the skill of your team was lower than that of the enemy?
If you play a game, you can lose it. Stop blaming the way you lose. There has to be a way to end a game. And an onos crushing your power node is not a bad way to lose.
Onos rushing main base power node is too powerful
I like the fact that he got a buff by this but the main base power node needs more HP
Maybe make it scale based off how many buildings are attached to it so the marine team does not die to this everytime
You cant even beacon fast enough to stop it seems<!--QuoteEnd--></div><!--QuoteEEnd-->
Is this your limit, start thinking and prevail.
I would really like to see power packs more widely used, especially in areas which are <b>already </b>powered, which would address this abundant dependence on a very vulnerable structure. However I understand how difficult it is to fork out substantial resources on something that <i>might </i>be needed.
I think it would be cool if an idea of "additional power" was introduced, where a structure was being powered by more than one source. So, for example, if marine spawn had an active power node, and the Infantry Portal had a power pack attached to it, marines would spawn in 15% faster. An observatory with two power sources would regain energy faster. An arms lab would research upgrades faster. All this in addition to providing emergency power in the event of a power node being destroyed. I don't even think the cost of the power pack would need to be changed, as 15 res is quite steep at the moment.
plus one.
Your point though: if games always play out / end the same way, then its a problem. I wouldnt be too concerned about this particular balance problem until the game is feature complete.
Your point though: if games always play out / end the same way, then its a problem. I wouldnt be too concerned about this particular balance problem until the game is feature complete.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines do not have the capacity to kill two onos before they destroy the node, even if the commander beacons all of his marines. That being said, the new power packs can enable you to have an emergency backup to beacon, however I do not know how it functions since your comm chair would be without power; thus you may need two power packs as back ups. That's pretty redundant, however because the marine IPs will be nonfunctional, so you would also need 2 extra, bringing the total to 4 so that marines have a fail-safe. That's 60 team rez, which is pretty expensive considering it doesn't even guarantee safety from an onos rush which is the more pressing matter here.
20 res worth of armories around the power node is probably more helpful.
Because marines should obviously have to wall in just to protect their power node.
I'm a big fan of this idea.
I prefer if marines can do things creatively like placing mines on powernodes, or aiming sentries at them, or beaconing when the power is threatened.
What about electrify - would people like to see that brought back from NS1?
I prefer if marines can do things creatively like placing mines on powernodes, or aiming sentries at them, or beaconing when the power is threatened.
What about electrify - would people like to see that brought back from NS1?<!--QuoteEnd--></div><!--QuoteEEnd-->
What is that, damaging aliens for attacking it? Sounds like it would be an interesting function as a commander support ability.
Also, thinking about it a flamethrower might be able to stop an onos from attacking it for a bit, though I never play in games with flamethrowers cause they're so bloody expensive. Maybe we could have electrify zap an aliens energy from attacking a structure for a certain time frame?
He said they are a waste of money or just ignored it.
I only play on public servers and am not part of a clan.
Does this mean I am the cause of all the bad things in the world?
Yup. Also, did you know that people actually think that <i>adds</i> to strategy?
Giving weak opponents vulnerability massively deducts from the strategy required to beat them.
Giving strong opponents vulnerability massively increases the strategy they implement to survive.
<!--quoteo(post=1933511:date=May 4 2012, 12:05 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ May 4 2012, 12:05 PM) <a href="index.php?act=findpost&pid=1933511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm a big fan of this idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am also a big fan of this idea,
however for 20 tres. and maybe not double durability.
Also am a fan of the electrify idea. additional 15-20 tres.
Also am a fan of the optional adrenaline-draining electricity. In place of just outright damage (which helps in case of multiple onos attacking the power node, since just electricity damage will not really hurt onos but will effectively deter skulks).
Also, how about
Power packs : support a circular radius of buildings (maybe at lower effectiveness with more buildings it powers).
This way it can be used to power cc+ip+obs maybe. under-powered buildings will work slower.
Or,,,,,
how about an onos trap that falls from the ceiling.
Ye, a power node with nano-shield on takes a single Onos 30 seconds to destroy. I think that's perfectly acceptable given that an Onos costs 75 res. Not to mention the fact that 2 MACs (10 res investment) can fully repair a power node from 1% to 100% in a little under 10 seconds. Sure, they're easy to kill (2 Onos hits), but they are a nuisance and will slow the attackers down. Even if, after all that, the power node somehow manages to go down, auxiliary power packs will keep the important parts of your base working as normal. And EVEN THEN, the loss of power in a main base does not insure defeat.
I think its pretty much fine to be honest.
I think its pretty much fine to be honest.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know you are trolling the forum but:
<u><b>You must not command much.</b></u>
Power packs cost 15 resources each and power one structure. If you have resources for that, then you already won the game anyway.
Macs die in 2 seconds.
It is very easy for one onos to kill the power to any base now.
This is MASSIVE overkill compared to the power of onos in NS1.
<u><b>ALSO IT's "ENSURE" not "INSURE" </b></u> get back in school.