Free hydras need to go.

AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS!Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
edited June 2012 in Ideas and Suggestions
<div class="IPBDescription">Yes, another post.</div>I'm making a big "whats good about pres hydras" Google doc.
<a href="https://docs.google.com/document/d/1SBHsMjxR-OzL8MxAQlJb6-cs9xOP_JpidOCFYAUYA9E/edit" target="_blank">https://docs.google.com/document/d/1SBHsMjx...OCFYAUYA9E/edit</a>
There we go.


Also i love how people are saying how Free hydras force you to stay gorge all game
Nup
Never seen someone perma gorge since free hydras came in
Not once.
Period.
But pre free hydras. People would dedicate themselves to doing multiple things:
Healing, Making sure life forms (not hydras) stayed alive
Placing DEFENSES to hives. harvesters etc.
Being a SUPPORT class in general. Not "just another class who also uses energy to use his abilities"
He fit in his role perfectly. He was unique, and no way A clone of all the other ones but with mixed in healing and static defense droping capabilities.
Now. He is that last sentence.
Nobody stays gorge.
Hell most of the people i knew who always, ALWAYS, went gorge.
Never do.
At least in my experience.

Also


<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->People always used them even when they cost p-res, but in their current incarnation you have absolutely no investment in them, and they have no impact on alien economy whatsoever, which seems very strange for a turret-structure in a resource-focused game. Instead of being used defensively they are often being spammed at the front lines and when things look bad and the hydras might die, the gorge can just run away and re-establish a new fallback. If you're going to do something risky like that I think it should have some penalty if it fails and be rewarding when it succeeds. At the moment it is simply rewarding and never penalizing.

Maybe they could give them a bit more health or something if they were to cost res. But they should not be free.<!--QuoteEnd--></div><!--QuoteEEnd-->

If you wanna bring back the old hydras (or a new model!) please link to this page!
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Comments

  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Also, please stop solving problems by making other problems
    If there's any way to abuse a feature, DO NOT add it. for it will not solve anything.
    Little tweaks arent fixing squatt. They are just encouraging the problem.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2012
    This nonconstructive ramble is all over the place. Obviously they don't want to create new problems or add in abusive features. What great insight. Little tweaks is actually the way to go imo, however something these devs get criticized for is making too big a tweaks each new patch. The change to hydras being limited but free was actually a big tweak.

    Hydras have always had some sort of problem. However the problem now is that they are too cheap. For 10 res the gorge gets a lot. Plus the marine side has no real equivalent to hold territory like that early game (though they really need something) or a counter for it early game. Marines have mines, but they are not as effective at holding territory and they are expensive in comparison. GLs come mid game when the game could already be decided.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    + 1 . Res based game with free stuff. :( Free upgrades also. That is all.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    Was just in a game on tram, Marines spawned in Repair Room and one of the aliens went gorge in the upper vent right at the start and spammed hydras at the entrance of it for a good 5-6 minutes wasting our time.


    It made me /facepalm. Free stuff is never good in an RTS. Especially hydras, they simply should NOT be free.
  • 2sBlind2sBlind Join Date: 2011-11-08 Member: 131738Members
    Had two games yesterday where I was commanding and it was either 8v8 or 9v9.

    Anyway, 3 or 4 aliens rush gorge and find our base with skulk cover and they then throw down all their hydras in the adjacent room to our base and then slowly move them forward (hydras don't take long to build when you have a lot of gorges building them). So, on tram, we were in server and they came in from north tunnels, and mineshaft we were drill in which they came from operations.

    Those couple of gorges were able to completely change my strategy. As most of you who have experienced this, a whole marine team at the start of the game is no match for a couple of gorges spamming their hydras, healing each other, and inching into base. To counter this, I had to keep most of my team in my base (instead of expanding) and RUSH AA and nades. Then, usually around the 5 minute mark, we can finally clear them out and push out again. Why is this bad though? Because I'm seriously behind the power curve in that I now had very few, if any (excluding base) RT's. I've been forced to waste early valuable res, and aliens are now in extreme position to control the map.

    Usually I like to push pg and lock down the opposite tech point and then hold the RT's in between but this gorge tactic completely alters that. Now, this wouldn't be a bad thing if it had a downside for the aliens (all in type moves), but it doesn't. They lose 10 pres each (30-40 total for the gorges) and their free hydras (yay marine victory). Woopty dooooo. I lose map control, initiative, and VALUABLE early game res that would have been much better spent on mobility and upgrades.
  • CabooseFoxCabooseFox Join Date: 2012-05-12 Member: 151970Members
    Maybe keep them free but limit them to some distance to a hive? This solves the early game rushes and allows you to set up defenses a few rooms away from any hive or hive that was just placed. This means aliens have other reasons than 2 upgrades and another tech tree to get hives, they also can lock down the marines with hydras and clogs when they get a close hive, but you can still defend as a gorge and it doesn't take anything out of him other than his early game rushes that no one enjoys any way.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    I have not experienced this strategy yet.. I'll have to try it myself actually, sounds interesting.

    From what I've seen, even 4 gorges (and hydras) are no match for 4 marines. Sounds like your problem may have been that you kept your team in base and rushed the AA and nades. I would have rushed turrets, dropped two (only two! no more) pointing at the entrance (just to stop them from coming into the room), sent all but one marine out the other door to hunt res, and start researching ARCs. This is the typical counter I've seen and it works pretty well.

    Granted Marines are usually struggling a while to catch up with upgrades, but its more a matter of how many RTs they've gotten - not that one base entrance is blocked. As long as the Comm doesn't fall into "Turtle Mode," they can usually pull out of it.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    <!--quoteo(post=1942217:date=Jun 8 2012, 09:14 AM:name=botchiball)--><div class='quotetop'>QUOTE (botchiball @ Jun 8 2012, 09:14 AM) <a href="index.php?act=findpost&pid=1942217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have not experienced this strategy yet.. I'll have to try it myself actually, sounds interesting.

    From what I've seen, even 4 gorges (and hydras) are no match for 4 marines. Sounds like your problem may have been that you kept your team in base and rushed the AA and nades. I would have rushed turrets, dropped two (only two! no more) pointing at the entrance (just to stop them from coming into the room), sent all but one marine out the other door to hunt res, and start researching ARCs. This is the typical counter I've seen and it works pretty well.

    Granted Marines are usually struggling a while to catch up with upgrades, but its more a matter of how many RTs they've gotten - not that one base entrance is blocked. As long as the Comm doesn't fall into "Turtle Mode," they can usually pull out of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    4-5 gorges an win np. You keep the mariens busy with the gorges. They don't get much for res. And then teh alien comm goes bilebomb ASAP and gg.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    There is NO reason multiple marines should have a problem taking out 3 hydras.

    The things are extremely weak, when i play gorge im lucky if the hydra stays alive long enough to even start shooting the enemy, no less killing them.

    Here is a list of solutions for you.

    1. Shoot the gorge healing the hydras, believe it or not gorges tend to die if you unload 1 full clip of LMG ammo into them, 2 marines should have no issue doing this.

    2. Shoot the hydras, again these things are weak as ######, 2 marines can easily mop up.

    3. Get Grenade launchers and "Nuke em rico"

    4. If your team is incompetent to the point that none of the above 3 solutions work, use ARCs.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    5. Ignore the hydras and continue on your merry way!

    Seriously the biggest use of hydras is they make inexperienced marines think an area should be avoided.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Well placed hydras and gorges cannot be avoided. They effectively shutdown an entire lane of attack. When you only have 2 or 3 lanes to begin with, this is incredibly powerful.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    you can't shoot a vent gorge in the early game ;/ and he can sit there and spam hydras that can shoot your base, and waste your time for a good 6-7minutes.


    Are they going to design all the maps around denying vent gorges, or simply fix the free hydra problem? In an extremely risky place like in a choke point right outside the marine base, or a more gimmicky one like the top vent in a marine base, the outcome is the same- the gorge has 0 investment in the hydras he places. There is no risk vs. reward, there is only reward.


    I don't see how you can look at something like Hydras in this team based, resource driven game and be like "yeah, those are totally fine."
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Here is a simple solution to this as well.

    Make hydras only placeable on creep. This would remove the ability for them to vent spam them in the early games
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    Why have free hydra's tho? Answer why we gave the gorge free hydra's? Can a dev chim in here please.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's most likely a bug, they typed "0" instead of "10".
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited June 2012
    I think UWE doesn't want hydras to be structures, but a gorge ability that doesn't rely on the RTs you have. With free hydras you can move your hydras around if you need them at another spot. I think it makes the gorge more flexible and more attractive to play.

    Gorges should only be able to build (heal spray) their own hydras though.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited June 2012
    At the very least, the delay between hydras being killed by a marine and having the ability to rebuild them needs to be extended.

    Feels like an exploit when I build 3 hydras in a doorway and healing non stop, rebuilding as they are focus fired. Held the adjacent area to marine spawn with another gorge for the entire game.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited June 2012
    l2 focus fire with your teammates, after the heal nerf hydras are quite manageable. Or go around.

    <!--quoteo(post=1942316:date=Jun 8 2012, 05:09 PM:name=Jekt)--><div class='quotetop'>QUOTE (Jekt @ Jun 8 2012, 05:09 PM) <a href="index.php?act=findpost&pid=1942316"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the very least, the delay between hydras being killed by a marine and having the ability to rebuild them needs to be extended.

    Feels like an exploit when I build 3 hydras in a doorway and healing non stop, rebuilding as they are focus fired. Held the adjacent area to marine spawn with another gorge for the entire game.<!--QuoteEnd--></div><!--QuoteEEnd-->


    After one of your hydras dies or gets deleted there already is a good 10-15 sec delay before your count of hydras goes back down to 2/3.
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    <!--quoteo(post=1942244:date=Jun 8 2012, 09:17 AM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Jun 8 2012, 09:17 AM) <a href="index.php?act=findpost&pid=1942244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why have free hydra's tho? Answer why we gave the gorge free hydra's? Can a dev chim in here please.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because you shouldn't have to spend res to use your own ability.

    It's about as ridiculous as "Pay 10 Res to switch to your Axe!"
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1943440:date=Jun 14 2012, 06:12 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Jun 14 2012, 06:12 PM) <a href="index.php?act=findpost&pid=1943440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because you shouldn't have to spend res to use your own ability.

    It's about as ridiculous as "Pay 10 Res to switch to your Axe!"<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hydras =/= player ability. They are static AI defense structures and they take no skill, attention or other human resource to use.

    That's like saying "yeah, whips are a commander ability therefore they should be free".
  • hamham Join Date: 2011-08-31 Member: 119370Members, Constellation
    <!--quoteo(post=1943440:date=Jun 14 2012, 04:12 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Jun 14 2012, 04:12 PM) <a href="index.php?act=findpost&pid=1943440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because you shouldn't have to spend res to use your own ability.

    It's about as ridiculous as "Pay 10 Res to switch to your Axe!"<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree, abilities should only cost energy, not res - that said the hydra is an ability that is unique. Perhaps some fundamental changes to the hydra may have more benefit than a return of the previous res model.
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    <!--quoteo(post=1943446:date=Jun 14 2012, 07:40 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 14 2012, 07:40 PM) <a href="index.php?act=findpost&pid=1943446"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hydras =/= player ability. They are static AI defense structures and they take no skill, attention or other human resource to use.

    That's like saying "yeah, whips are a commander ability therefore they should be free".<!--QuoteEnd--></div><!--QuoteEEnd-->


    I'm gonna play devil's advocate and say that there is some skill in having a clever and strategic place to place the hydras

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->take no attention<!--QuoteEnd--></div><!--QuoteEEnd-->

    It does take attention to use hydras if you want to use it well (aka maintenance).

    And given the already vulnerable nature of the Gorge, I really see no trade off if one were to pay res again for Hydras, because after that, you're really just wasting res risking yourself as a Gorge.

    There's already enough risk being a Gorge as it is.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    If you read the problems being encountered earlier in the thread it's clear that free Hydras are potentially highly exploitative. While there may be downsides for paying res for them, they at least make you think twice of where and why you're placing hydras instead of trying to troll the opposing team to the max and deny their natural expansions- the choke points/ RTs right next to their base, or in an upper vent where you are unkillable and free to spam infinite free hydras at the beginning of the game. Smart gorges also don't usually leave themselves vulnerable enough to be killed.

    They are a bit comparable to the energy-based cysts. As a marine I feel no accomplishment killing a hydra because I know I've cost the enemy team exactly nothing.


    So again, paying res for hydras might suck, but free hydras are <i>far</i> more problematic.
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    edited June 2012
    <!--quoteo(post=1943456:date=Jun 14 2012, 08:18 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 14 2012, 08:18 PM) <a href="index.php?act=findpost&pid=1943456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So again, paying res for hydras might suck, but free hydras are <i>far</i> more problematic.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Far more problematic because people are actually using them as opposed to paying res like before, but that's arguable.

    If paying res were to be an option, I'd only accept it if it made you use res once your hydras were matured...then again that could be abused as well by simply recycling over and over.

    Tbh, the only problems I've had as a Marine was the Onos. Hydras are soooo easy to destroy with a squad. I've nothing else to input besides one last thing as a Marine:

    Stop ramboing.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    People always used them even when they cost p-res, but in their current incarnation you have absolutely no investment in them, and they have no impact on alien economy whatsoever, which seems very strange for a turret-structure in a resource-focused game. Instead of being used defensively they are often being spammed at the front lines and when things look bad and the hydras might die, the gorge can just run away and re-establish a new fallback. If you're going to do something risky like that I think it should have some penalty if it fails and be rewarding when it succeeds. At the moment it is simply rewarding and never penalizing.

    Maybe they could give them a bit more health or something if they were to cost res. But they should not be free.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    They cost nothing because they are worthless and need to be guarded, they cant defend an area for even a short time unless you have atleast 1 gorge healing.
    Atleast with teh OC chambes in NS1 you could build them and leave them as they had enough HP to give a little bit of warning that they needed to be defended before they would die.

    If hydras are to cost res then they need a big buff (back up to OC chamber levels or close to that of a RT (maybe 75%)) otherwise they just wont get used...though I am sure a lot of people who like to play marines dont see this as an issue.
    Sure fighting against hydras is not fun...but neither is fighting against sentries or sieges.
  • ZxaberZxaber Join Date: 2010-07-29 Member: 73315Members
    The biggest issue debated in this thread seems to be hydras being spammed early on. So perhaps one solution is to make them research-dependent like bile bomb? They'd still be free, but by the time the gorge gets them, hopefully the marines are a bit better off to handle them. And if the aliens rush hydras, they're sacrificing early leap or another ability to do so.

    You could even go a step further and force each gorge to choose to specialize in one or the other, but that may be taking it a bit too far.
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    <!--quoteo(post=1943476:date=Jun 14 2012, 10:00 PM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Jun 14 2012, 10:00 PM) <a href="index.php?act=findpost&pid=1943476"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure fighting against hydras is not fun...but neither is fighting against sentries or sieges.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yah, I forgot to post that earlier.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Hydra Health and Gorge P.Res cost were balanced for when Hydras costed significant amount of resources. I hope they will be re-adjusted soon.
  • middlemanmiddleman Join Date: 2005-07-18 Member: 56200Members
    Free hydras make sense, especially since they die so fast.

    Interesting how they are limited to 3 to maintain balance. I use to drop them everywhere :p

    This glob ability is good too.

    If you could increase number to 5 or 6, but have proximity for 3 per area, that would be fun :)
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