Cyst denying

supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
<div class="IPBDescription">is not existing.</div>I really think that cyst hp needs to be lowered, they feel almost like a static building now when they are fully matured or even before that which is a bit silly; needing more than one clip on fully matured cyst is just absurd imo.

Anyways everyone knows this so I'm not going into full details of it but something needs to be done and the only answer is to lower their hp. I don't know how much do they need hp lowering but I feel like a lot, being able to kill 3 cysts with a clip sounds like a start or at least far better than 1 cyst with one clip.
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Comments

  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    I think they are currently fine, if you axe them they die quickly. Making them to fragile would be bad since the aliens require infestation to grow their buildings, and killing 3 cysts with 1 lmg magazine sound ridiculous.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    edited June 2012
    But you have to remember that they only cost one res and they are really super tough to kill, it usually takes like 5seconds with an axe and one lmg clip is way too much to be honest. For a structure that costs one res they are just way too tough.
  • GamerkatzeGamerkatze Join Date: 2012-06-27 Member: 153711Members
    edited June 2012
    <!--quoteo(post=1947727:date=Jun 29 2012, 06:24 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jun 29 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1947727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think they are currently fine, if you axe them they die quickly. Making them to fragile would be bad since the aliens require infestation to grow their buildings, and killing 3 cysts with 1 lmg magazine sound ridiculous.<!--QuoteEnd--></div><!--QuoteEEnd-->

    dude seriously ?!
    100% mature cysts even take 1 1/2 lmg clips (weapons lvl 0) before they die :/ way too much for a 1 tres building ...

    <!--quoteo(post=1947726:date=Jun 29 2012, 06:14 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jun 29 2012, 06:14 PM) <a href="index.php?act=findpost&pid=1947726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think that cyst hp needs to be lowered, they feel almost like a static building now when they are fully matured or even before that which is a bit silly; needing more than one clip on fully matured cyst is just absurd imo.

    Anyways everyone knows this so I'm not going into full details of it but something needs to be done and the only answer is to lower their hp. I don't know how much do they need hp lowering but I feel like a lot, being able to kill 3 cysts with a clip sounds like a start or at least far better than 1 cyst with one clip.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1947726:date=Jun 29 2012, 12:14 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jun 29 2012, 12:14 PM) <a href="index.php?act=findpost&pid=1947726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think that cyst hp needs to be lowered, they feel almost like a static building now when they are fully matured or even before that which is a bit silly; needing more than one clip on fully matured cyst is just absurd imo.

    Anyways everyone knows this so I'm not going into full details of it but something needs to be done and the only answer is to lower their hp. I don't know how much do they need hp lowering but I feel like a lot, being able to kill 3 cysts with a clip sounds like a start or at least far better than 1 cyst with one clip.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    Cyst spam is still out of control. Needs a drastic hp reduction (like 1/5th of current HP) plus perhaps a 5 second cooldown.
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Yes plz, cysts should be killed in 2-3 bullets, and should only be revealed with a scan.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    Cyst HP was probably most balanced back when cysts and drifters both took substantial hive energy to build. Now that that's no longer the case, it could probably use some tweaking.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Cysts are made flammable in the recent patch, so Flamethrower can melt through several in 1 clip. Being able to burn parent Cysts by torching their infestation is also handy, considering how slow FT Marines are :P
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    You don't really ever upgrade flamethrower and taking one just for cysts sounds a bit weird.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I agree cysts should be made invisible one way or another (either by default or with shade). Making them weaker as well would be the perfect trade-off, i.e they'd become less of an annoyance to kill as marines. (i.e you'd no longer have to spend most of your time knifing/shooting cysts which the alien comm then instantly replaces, particularly lategame) Areas burned by the flamethrower should also not be able to grow infestation again for a short period of time. ('scorched effect') That way the flamethrower would become a much more reliable tool in denying alien map control lategame.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Cyst spam is definitely as bad as ever.

    Reduce their HP to ~300 (half current hp) and give them a 5 second cooldown.
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Nerf them <i>even</i> harder than 50% plz. Go for like 10%. A few bullets should be enough.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Well when we got dynamic infestation, this problem will not exist anymore. Cysts are a bad solution we have to put up with til then.

    For aliens commander its annoying to have to constantly replace the cysts chains. For marines, its annoying to constantly be on their knees knifing the damn things. Aliens themselves probably love them though, as it leaves marines open for attack often.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1947913:date=Jun 29 2012, 11:05 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 29 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1947913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cyst spam is definitely as bad as ever.

    Reduce their HP to ~300 (half current hp) and give them a 5 second cooldown.<!--QuoteEnd--></div><!--QuoteEEnd-->

    5 second cooldown is fine for lategame, but early game that would make expansion so hard.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Cysts would stay even with next-gen DI, since they're a game mechanic rather than artistic limitation.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1948033:date=Jun 30 2012, 02:17 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jun 30 2012, 02:17 PM) <a href="index.php?act=findpost&pid=1948033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cysts would stay even with next-gen DI, since they're a game mechanic rather than artistic limitation.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah ok. Somehow I assumed they would go.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited June 2012
    Power nodes should have their health and armor raised even more, it sucks having to spend resources each time Aliens destroy them.... oh wait.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Ah ok. Somehow I assumed they would go.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought so too. My thought was flamethrowers would be used to kill DI.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    edited June 2012
    <!--quoteo(post=1948025:date=Jun 30 2012, 09:53 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jun 30 2012, 09:53 PM) <a href="index.php?act=findpost&pid=1948025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5 second cooldown is fine for lategame, but early game that would make expansion so hard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It takes about that time for the cysts to grow anyways, so it wouldnt really affect early expansion. Agree that cysts should be much easier to kill and need to be scanned before you can find/shoot em. Cyst spam is definitely a huge problem as always, very cripling for marines. Even more so now that you get very severe slowdown on infestation as a marine which is utter bull######.
  • CeepsCeeps Join Date: 2005-01-23 Member: 37626Members
    Perhaps put a longer cooldown on making cysts unless an ability is used (for maybe 5-15 res to eliminate the cooldown). That way, cyst spaming the marine base can still be done, but it should be COSTLY to the alien comm. So I feel like aliens should still be able to advance their infestation and take RT's in the same way, but not be able to cheaply and easily spam the things to distract the marines.

    Since arcs can no longer target cysts, aliens spamming these are extremely effective, especially in the marine base. Turrets can't kill them fast enough. Marines have the option to shoot or axe them, but then they are defenseless against incoming aliens as they will be reloading, or have an axe out.

    The marines are damned if they leave the cysts up, infestation with healing bed will help aliens and it opens the possibility of Alien Comm spamming whips, and damned if they attack the cysts leaving them defenseless against alien attacks and delaying them from taking or defending RT's across the map.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1948045:date=Jun 30 2012, 09:30 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 30 2012, 09:30 PM) <a href="index.php?act=findpost&pid=1948045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought so too. My thought was flamethrowers would be used to kill DI.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Used to be the case, but the result was that aliens could cover the marine base in infestation before they teched up and there'd be nothing they could do about it.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Get rid of cysts to begin with, they are stupid and should never have been brought in. bring back the dynamic infestation, makes much more sense (and brings back early game flamer importance)
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    <!--quoteo(post=1948297:date=Jul 2 2012, 04:48 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jul 2 2012, 04:48 AM) <a href="index.php?act=findpost&pid=1948297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Get rid of cysts to begin with, they are stupid and should never have been brought in. bring back the dynamic infestation, makes much more sense (and brings back early game flamer importance)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Try to keep it constructive please. FYI: Cysts are here to stay, at least for 1.0 and probably much longer. It's a matter of balancing and I'm sure a solution will be found.

    A good one would be to increase flamethrower dmg vs cysts - there you have it, an easy counter for the DI, like it used to be.
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    edited July 2012
    I like cysts. However, flamethrower come in way too late in order to fight cyst spam since they are so expansive. Atm they are also far too weak vs skulks. In a 6v6 organized played you will never be able to get flames in order to fight cysts until very late. Before you even start thinking of flames you need armor+weapon+sg in order to be able to properly fight fades. That is alone at least 140 res (if you pursue, say, a2+w2). You need PG in order to maintain some map control and to be able to properly put pressure on alien hives and rt, especially during the midgame. That is another 45 res. By that time, alien already have cysts all over the map. Not to forget, that if one marine get flames, he is pretty useless aswell and will very likely just be picked off. When you only have 5 rines, while having 1 rine trying to defend rts, you have 4 left to put pressure. Forcing one to go flames for the cyst in that case is 25% of your force doing nothing than being a cyst killer. Flames is a super kewl idea, but it needs to be overhauled big time.

    Saying "late game tech should fix the early/mid game problem!" is just..
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    I thought it was going to be made rooms with power nodes had a nano field and infestation couldn't grow or be placed or cysts in this case.

    If a rooms infested rines could build a power node. But with mature cysts they'd need to deal with them to get rid of infestation. Ergo light room and border control.

    Flamers do nice damage to cysts. Spams not a issue axe a mature cyst down. Shoot any re spam not imediantly infornt of you. If you don't have a flamer. Or skip over two or three cysts and sever the chain. Which dang that can cause issues. And is just as bad as losing a phase gate at forward base. The only difference is you Ned to baby sit the cyst spam which costs trez.kharaa structures kill them self. Waiting period. Kharaa sever a forward base. They have to kill every thing time wasted.

    The reclaiming difference work better in rines favor. As well. Kharaa have to come down a corridor rines are baby sitting with guns while their structures die, shooting galley.

    Kharaa have to chomp structures rines travel the distance till they can shoot them, kharaa have to break off chomping structures and. Run a shooting gallery. If they split their forces takes longer to chomp. They need to be baby sat. So rines don't jump them. But can effectively deny rines. But puts the number back in rines favor. Best situation is a vocal forward scout. Still one less chomper

    Sure rines can split and take down structures but can still effectively deny a area with range at the click of a button. I have noticed its far more easier as a marine to take back lost ground than kharaa. No matter the equipment. And kharaa it's harder with out higher life forms. Or a variation of life forms. E.g fade protection gorge bile bomb. Skulk support lerk running scout. These roles can all be done with skulk but it's paper thin and takes longer.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    edited July 2012
    I made a "mod" with laama, completely serverside(=no downloads needed), that fixed the cyst spam and made them a lot more deniable.

    Complete changelog:
    <b>Alien:</b>
    - Infestation is visible, cyst are invisible(can be detected with scan, or when you hit them).
    - Cyst now cost 2 (was 1). Really pondering on 2tres or 3tres: 2tres equals 3rts at the beginning 3tres cost equals 2rts at the beginning.
    - Placing Cyst now has cooldown of 1 seconds (was 0.3 seconds).
    - Cyst now doesn't take any damage when unconnected.
    - Cyst mature and nonmature health is now 120 (was 400,650).
    Other changes:
    (We are not planning on keeping these, just waiting uwe to come one's senses and making these changes themselves)
    - Changed kPlayerResPerInterval to 0.175, was 0.125, to get the lifeforms at the same time when they used to(at 7min~ mark fade etc with 3res nodes).
    - Additional armor from carapace is now same than in build 210 (s=30, g=120, l=80, f=80, o=550) (was: s=50, g=150, l=100, f=80, o=600). Speed reduction is still there.
    - Research leap cost increased to 40 (was 25). In order to avoid 40second leap; fix it uwe already, it's just meant to be in 5-7min mark(or when second hive pops up) not in first minute mark.
    Bugs:
    - Shade not affecting infestation(we'll try to get it working)
    - Alien commander tooltips aren't fixed; it says that cyst costs 1tres when it in reality costs 2tres, leap 25 when in reality 40 etc.(we'll fix it if there's an easy way to fix it, trying to keep this fully serverside).
    - ?
    Stuff that we'll try get working:
    - Shade making infestation invisible.
    - Removing infestation slowdown for marines.

    <b>Marines:</b>
    -Nanoshield cost inceased from 3 to 5.
    -Nanoconstruct cost is the same but the effect is reduced from 4 to 2.
    *Both will be probably balanced again after some testing and discussion.

    We played a few gathers and pcws with these settings except cysts didn't get invisible it played pretty well. Feel free to go try it on exertus' server and give us your feedback.

    Changelog and future changes can be found here: <a href="http://q-q.name/balancemod/" target="_blank">http://q-q.name/balancemod/</a>
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Making cysts extremely weak like that fixes nothing, you still are fighting them just as much, if not more... The problem of cyst spam does not occur early game, only mid to late... By gimping the early alien expansion your just forcing them to play super defensive so they dont loose any cysts... And in the end they can still just spam them anyways as it is a resource issue late game that causes the problem... Sure then you can kill them faster but its still the same issue of you being forced to shoot cysts and not aliens.. if they died in 1 bullet cyst spam would still be a problem because you need to move/aim to shoot the cyst, making you more vulnerable. Fixing the problem is not something that really is possible, as it will either be super hard on the alien eco early game, or too spamable late game. The best trade off is to make it as hard as possible early, and try to scale the endgame better so that cyst spam is only feasible then.

    Its the same problem as nano/med spam but you did nothing to fix that..
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    edited July 2012
    Oh yeah, totally forgot nanospam, thanks, need to balance those out too. And yeah it isn't fixing the late game spam that's still horrible but at least we have a start here and in the early game aliens are meant to be the more defensive race like they were in ns1 so I don't see any problem them needing to be more defensive in the early game.

    Anyways I'm not trying to achieve ultimate balance with this mod or fix all the problems that's currently in the game, just trying to make the game a bit more playable and see what weaker cyst does to the game balance-wise, to see if it'd be good, which i think and hope it'll be.
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    If you truly hate cyst spam and fighting cysts then you would be more concerned with removing cysts altogether in a mod rather than just making it so the time you spend fighting cysts (which is probably a net increase) feel more rewarding because you can kill them more easily.

    The mod feels like it probably reaffirms the importance of killing cysts despite the universal hatred players feel towards doing menial tasks. That's why I think it's just a misguided attempt to do what you're doing.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    edited July 2012
    I don't hate the cyst at all, I just want it to be more deniable, like the topic description says. I didn't even plan on going this far with this mod, or even planning doing one; I just had an idea and did it with laama and now I'm waiting to see how it'll play out and that's it, I'm not trying to do anything else except that, I'll let uwe take care of the real balancing.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    The only time i have problems with cysts/infestation is when theyre being constantly placed on the close rt spots for marines. A couple of tres invetsment by the alien comm completely criples the marine expansion. Atleast now you need some lifeform to keep the marines away when youre placing the cysts, and its possible for marines to clear them when no one is there to defend the location.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    You could make the argument that cysts would be better if removed than if nerfed. I'll not comment on that.

    Reducing the cyst hp, assuming you are keeping them, is definitely better than leaving them as is. A cyst with much less hp is much less of a problem than a cyst with more hp. If this is is enough or not is debatable, but it is absolutely undeniable that it isn't worse.


    Also, as far as balance mods go, simple changes are better than complex changes. Removing cysts is a much more drastic fix than just lowering their hp. The bar is set incredibly high if you're going to make such huge changes from the vanilla game. I'm not sure that cysts meet that requirement.
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