Marine Commander Ability
messageboy
Join Date: 2012-10-25 Member: 163557Members
I have found the game to be quite balance for what it is, have seen many more games that has come out with major balance issues and take 3 months or more to get anywhere to a decent balance design. Still today when I was playing as alien, I had a commander that decided to get cele and regen with just saving up for onos eggs non-stop. We ended up with 3 to 4 onos with 2-3 onos eggs for the others at like the 10-15 minute mark roughly.
Before this game, I didn't think that the onos weren't OP or needing a urgent fix. I see them as a meaty tank that can take a pounding but can't do much damage to buildings on their own. Easy to take down with a small squad of marines at decent range if they are decent skilled. Making the skills of the player count more than the actual game mechanics. On the other hand, seeing how crazy it was from aliens to just stall for insane amount of onos was quite bad, I was even on the alien side and it was bad enough for me to think. "This can't be right."
Sure it could be the fact of the marine side being very bad but I seem to notice that any decent onos player makes themselves hard to kill, therefor allowing to distract or do quite a bit of damage while staying alive enough to allow the onos numbers to rise up. I don't think increasing the cost or weakening them will help, instead might make the overall balancing worst than it is.
Instead the marine commander should get another ability which allows them to drop a sticky substance on any floor that doesn't have infestation, this sticky substance causes any alien walking on it to be slowed and slowly lose energy while being on it. The substance doesn't last for long and doesn't effect the walls, the substance could cost like 3-5 res and might even require two bases like the alien bone wall or not.
This ability will play it's part mostly with the onos and the gorges, with the skulks able to leap over it or use the walls, lerks flying over and fades blinking over. This will help make onos harrassing more difficult with good teamwork between commander and marines. It should also fit in the same idea like the medpacks and ammo where the marine commander has a more direct support upon the players.
This could lead to increasing the death rates of onos in terms of overall current onos through out a game, than onos timings or tactics. Helping to limit down the chances of having more than 2 or 3 onos at the same time if the marine teamwork is good enough with their commander.
<b>Organic Glue</b>
<b>Cost:</b> 3-5
<b>Requires:</b> Two bases?
<b>Cooldown:</b> ? seconds
You can place this substance onto any floor surface for ? seconds, any aliens that move upon it will be slowed and lose energy over time. This substance doesn't apply to walls or ceilings and can't be placed upon any infestation.
Before this game, I didn't think that the onos weren't OP or needing a urgent fix. I see them as a meaty tank that can take a pounding but can't do much damage to buildings on their own. Easy to take down with a small squad of marines at decent range if they are decent skilled. Making the skills of the player count more than the actual game mechanics. On the other hand, seeing how crazy it was from aliens to just stall for insane amount of onos was quite bad, I was even on the alien side and it was bad enough for me to think. "This can't be right."
Sure it could be the fact of the marine side being very bad but I seem to notice that any decent onos player makes themselves hard to kill, therefor allowing to distract or do quite a bit of damage while staying alive enough to allow the onos numbers to rise up. I don't think increasing the cost or weakening them will help, instead might make the overall balancing worst than it is.
Instead the marine commander should get another ability which allows them to drop a sticky substance on any floor that doesn't have infestation, this sticky substance causes any alien walking on it to be slowed and slowly lose energy while being on it. The substance doesn't last for long and doesn't effect the walls, the substance could cost like 3-5 res and might even require two bases like the alien bone wall or not.
This ability will play it's part mostly with the onos and the gorges, with the skulks able to leap over it or use the walls, lerks flying over and fades blinking over. This will help make onos harrassing more difficult with good teamwork between commander and marines. It should also fit in the same idea like the medpacks and ammo where the marine commander has a more direct support upon the players.
This could lead to increasing the death rates of onos in terms of overall current onos through out a game, than onos timings or tactics. Helping to limit down the chances of having more than 2 or 3 onos at the same time if the marine teamwork is good enough with their commander.
<b>Organic Glue</b>
<b>Cost:</b> 3-5
<b>Requires:</b> Two bases?
<b>Cooldown:</b> ? seconds
You can place this substance onto any floor surface for ? seconds, any aliens that move upon it will be slowed and lose energy over time. This substance doesn't apply to walls or ceilings and can't be placed upon any infestation.