Some thoughts on NPE's ie Macs,Whips and so on
arnyboy87
Join Date: 2012-08-13 Member: 155551Members
Ok guys here are some of my thoughts on these non player entities (NPE's)
<b>Mines</b><u></u>: I like the way mines work and I feel that the damage is balanced as ofc it should kill and skulk in one go because the skulks can get around them easily. My problem is that I feel they are very spam able 3 mines for only 5 pres (yes I know it has a Tres cost as well but everything does so let’s not get into that) also in the early game there is no way to deal with them as the skulks parasite only deals 10% damage to them 10 hits to get 1 down this is really annoying as the mines aren’t restricted to the floors (don’t think they should be restricted) so marine teams can cover rooms and equipment with them and just wait and see what happen if marines ever get to weld doors shut mines in vent = kill. How I would suggest to fix it would be 1 not all of the following
Marines only get 2 mines rather than 3 this would stop the spam you get just now but not change anything else about them
Mines are not place able within an area around equipment, now I know people are going to rage about this 1 but this make them placement of them more strategic rather than they need to bite this so put them here
Make skulks parasite deal more damage to them I would suggest 33% 3 hits should be enough to trigger a mine :P now this is the tricky bit ofc I would not want parasite to deal more damage to marines so I don’t know how they could out this in (I’m sure it would be possible however)
<b>Turrets:</b><u></u> I think turrets damage again is fine it should cause problems for lower life forms and not as much for high life forms however the AI is just bad just now as it just doesn’t shot some aliens, only thing I see as a problem is that when they do fix the AI problems they are going to need rebalanced completely as I already see comms spamming them. The other day on Veil 1 comm put no joke about 15 in nano grid lol, I know what u r going to say if they could afford to place that many in nano then the game was probably already lost and that is true. My thoughts
Limit how many Turrets can be placed within the same power grid perhaps making it so that if you add a power pack then you could place more as to the number who am I to say perhaps as low as 3 remembering that I assuming that they fix the AI bugs
<b>Arcs:</b><u></u> As they are just now I don’t like the arcs I don’t like how they attack threw walls I don’t think any unit should be able to do this in a corridor shooter really it’s just stupid. They can destroy a base yes they can be killed be gorges fairly easy but the fact that they are even in the game is just wrong lol it’s not like marines have a hard time getting into Aliens bases anyway. My thoughts sure u all can see this one coming
Take them out they shouldn’t even be in a corridor shooter just crazy
Or at least limit the amount of them (hate them)
<b>Mac’s:</b><u></u> As of the 218 changes I have no problem with them as a marine or Alien I think they done a good job with changes they made.
<b>Cysts:</b><u></u> Yeah I count them as a NPE lol and they are by far the most annoying problem with the Aliens to date. As a comm they are a nightmare to place (no matter how many times you jump out of the comm seat and jump back in again) I have had games were we lost as a result of this Bug now it is a bug and I know this is beta so I try not to judge to much but I would love to see cyst be more comm friendly. My thoughts
This would fix most of the problems with cyst placement in one go. Make them not care about height if its within the placement circle I don’t see a problem with putting a cyst there I can understand it at some parts of some maps but maybe increasing the tolerable height difference of the old cyst and the new 1 you are trying to place.
Rupture what is it supposed to do? Really I have no idea, all it does it makes the cyst easier to kill as the hp drop because it’s not mature any more. Make it at least act like the skulks parasite and show the effected marines on the minimap.
What I would really like and would also make shade hive useful is this- if the hive that the first cyst is placed next to is a shade hive then each cyst in the chain that follows once it reaches maturity gain the shades cloak ability, now before the omg I mean just the cyst its self not any aliens around it this make it harder for marines to detect cysts but not impossible (marine comm scan) and would create more strategies. Let me know what you think about this one guys.
<b>Whips:</b><u></u> I think they work pretty well as they are just now placement can be a problem some time however you can place them somewhere else and then move them into the place you wanted but wish it was right the first time. There are some big problems with them however this ofc being that you can easily take them out from range by just shooting the cyst next to them it’s far too easy however my cyst idea would fix this to (plug). My thoughts
This one would be cool, make it that a whip can root on top of a cyst(by doing this the cyst can't be hit until the whip dies) stopping this problem right away this would make such a difference for aliens as it is just now whips are suppose to stop or slow down GL spam on alien bases however the area of effect damage from the GL kills the cysts and makes it impossible to place new ones so the whip gets uprooted then and stops throwing them back this happens very fast as it is just now.
<b>Drifters:</b><u></u> Omg they are OP just now :P I dead in a EXO to god knows how many of these the other night lol wasn’t fun this one is a easy one
Reduce the HP back down to say 200
Or Limit how many of them can be on the field at one time say 2 per hive should be enough
<b>Crags:</b><u></u> Will comment once we can upgrade them as they are they work well
<b>Shifts:</b><u></u> Love them, not enough people use these are they are supposed to lol not many people even know they can get upgraded and teleport your stuff around map
<b>Shades:</b><u></u> Again they work really well just now
Well guys thank you to everyone that made it to the end :P please discuss
<b>Mines</b><u></u>: I like the way mines work and I feel that the damage is balanced as ofc it should kill and skulk in one go because the skulks can get around them easily. My problem is that I feel they are very spam able 3 mines for only 5 pres (yes I know it has a Tres cost as well but everything does so let’s not get into that) also in the early game there is no way to deal with them as the skulks parasite only deals 10% damage to them 10 hits to get 1 down this is really annoying as the mines aren’t restricted to the floors (don’t think they should be restricted) so marine teams can cover rooms and equipment with them and just wait and see what happen if marines ever get to weld doors shut mines in vent = kill. How I would suggest to fix it would be 1 not all of the following
Marines only get 2 mines rather than 3 this would stop the spam you get just now but not change anything else about them
Mines are not place able within an area around equipment, now I know people are going to rage about this 1 but this make them placement of them more strategic rather than they need to bite this so put them here
Make skulks parasite deal more damage to them I would suggest 33% 3 hits should be enough to trigger a mine :P now this is the tricky bit ofc I would not want parasite to deal more damage to marines so I don’t know how they could out this in (I’m sure it would be possible however)
<b>Turrets:</b><u></u> I think turrets damage again is fine it should cause problems for lower life forms and not as much for high life forms however the AI is just bad just now as it just doesn’t shot some aliens, only thing I see as a problem is that when they do fix the AI problems they are going to need rebalanced completely as I already see comms spamming them. The other day on Veil 1 comm put no joke about 15 in nano grid lol, I know what u r going to say if they could afford to place that many in nano then the game was probably already lost and that is true. My thoughts
Limit how many Turrets can be placed within the same power grid perhaps making it so that if you add a power pack then you could place more as to the number who am I to say perhaps as low as 3 remembering that I assuming that they fix the AI bugs
<b>Arcs:</b><u></u> As they are just now I don’t like the arcs I don’t like how they attack threw walls I don’t think any unit should be able to do this in a corridor shooter really it’s just stupid. They can destroy a base yes they can be killed be gorges fairly easy but the fact that they are even in the game is just wrong lol it’s not like marines have a hard time getting into Aliens bases anyway. My thoughts sure u all can see this one coming
Take them out they shouldn’t even be in a corridor shooter just crazy
Or at least limit the amount of them (hate them)
<b>Mac’s:</b><u></u> As of the 218 changes I have no problem with them as a marine or Alien I think they done a good job with changes they made.
<b>Cysts:</b><u></u> Yeah I count them as a NPE lol and they are by far the most annoying problem with the Aliens to date. As a comm they are a nightmare to place (no matter how many times you jump out of the comm seat and jump back in again) I have had games were we lost as a result of this Bug now it is a bug and I know this is beta so I try not to judge to much but I would love to see cyst be more comm friendly. My thoughts
This would fix most of the problems with cyst placement in one go. Make them not care about height if its within the placement circle I don’t see a problem with putting a cyst there I can understand it at some parts of some maps but maybe increasing the tolerable height difference of the old cyst and the new 1 you are trying to place.
Rupture what is it supposed to do? Really I have no idea, all it does it makes the cyst easier to kill as the hp drop because it’s not mature any more. Make it at least act like the skulks parasite and show the effected marines on the minimap.
What I would really like and would also make shade hive useful is this- if the hive that the first cyst is placed next to is a shade hive then each cyst in the chain that follows once it reaches maturity gain the shades cloak ability, now before the omg I mean just the cyst its self not any aliens around it this make it harder for marines to detect cysts but not impossible (marine comm scan) and would create more strategies. Let me know what you think about this one guys.
<b>Whips:</b><u></u> I think they work pretty well as they are just now placement can be a problem some time however you can place them somewhere else and then move them into the place you wanted but wish it was right the first time. There are some big problems with them however this ofc being that you can easily take them out from range by just shooting the cyst next to them it’s far too easy however my cyst idea would fix this to (plug). My thoughts
This one would be cool, make it that a whip can root on top of a cyst(by doing this the cyst can't be hit until the whip dies) stopping this problem right away this would make such a difference for aliens as it is just now whips are suppose to stop or slow down GL spam on alien bases however the area of effect damage from the GL kills the cysts and makes it impossible to place new ones so the whip gets uprooted then and stops throwing them back this happens very fast as it is just now.
<b>Drifters:</b><u></u> Omg they are OP just now :P I dead in a EXO to god knows how many of these the other night lol wasn’t fun this one is a easy one
Reduce the HP back down to say 200
Or Limit how many of them can be on the field at one time say 2 per hive should be enough
<b>Crags:</b><u></u> Will comment once we can upgrade them as they are they work well
<b>Shifts:</b><u></u> Love them, not enough people use these are they are supposed to lol not many people even know they can get upgraded and teleport your stuff around map
<b>Shades:</b><u></u> Again they work really well just now
Well guys thank you to everyone that made it to the end :P please discuss