Some balance adjustments (please leave feedback)
Troj
Join Date: 2012-12-10 Member: 174696Members
It's clear that Marines are a tad weaker than aliens, and I was thinking about a few points that could even out the percentages abit. Again these are just my thoughts, and I'm still very inexperienced, so leave feedback, please.
*Exosuit cost reduced from 50 to 35
*Increased Claw damage on Exosuit by 20%
*Ammo Clip Size increased by 20% upgrade in Arms Lab
*Phase Gate Tech cost reduced from 15 to 10 resources
*Cyst cost increased from 1 to 2 resources
These are only suggestions ofcourse :)
Then I believe some improvements on map wise levels would ofcourse be a prominent balance issue.
*Exosuit cost reduced from 50 to 35
*Increased Claw damage on Exosuit by 20%
*Ammo Clip Size increased by 20% upgrade in Arms Lab
*Phase Gate Tech cost reduced from 15 to 10 resources
*Cyst cost increased from 1 to 2 resources
These are only suggestions ofcourse :)
Then I believe some improvements on map wise levels would ofcourse be a prominent balance issue.
Comments
* Onos reduced to 45res
<!--quoteo(post=2043265:date=Dec 11 2012, 12:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 11 2012, 12:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Increased Claw damage on Exosuit by 20%
*Ammo Clip Size increased by 20% upgrade in Arms Lab<!--QuoteEnd--></div><!--QuoteEEnd-->
* Grant 20% armor bonus from Carapace
<!--quoteo(post=2043265:date=Dec 11 2012, 12:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 11 2012, 12:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Phase Gate Tech cost reduced from 15 to 10 resources<!--QuoteEnd--></div><!--QuoteEEnd-->
* Skulk bite damage vs structures increased by 15%
<!--quoteo(post=2043265:date=Dec 11 2012, 12:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 11 2012, 12:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Cyst cost increased from 1 to 2 resources<!--QuoteEnd--></div><!--QuoteEEnd-->
* Alien Harvester cost reduce to 5 res
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Just a few counter suggestions.
Fix clipping so skulks hit boxes stop going through the exo, meaning that sometimes when a skulk attacks from behind the hitbox appears on the front meaning the exo punches it without even looking
*Phase Gate Tech cost reduced from 15 to 10 resources
Give aliens a teleport function
* Grant 20% armor bonus from Carapace
* Skulk bite damage vs structures increased by 15%
* Alien Harvester cost reduce to 5 res
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Just a few counter suggestions.<!--QuoteEnd--></div><!--QuoteEEnd-->
Implying the Exosuit is even used, instead of waiting for the dual-minigun exosuit?
The first exosuit is not close in worth next to Onos
<!--quoteo(post=2043265:date=Dec 10 2012, 08:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 10 2012, 08:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Exosuit cost reduced from 50 to 35
*Increased Claw damage on Exosuit by 20%<!--QuoteEnd--></div><!--QuoteEEnd-->
Single gun exosuits are not used because dual is always better and quickly arrives. Until they change the single exosuit to have a unique role, it will always be bad. Changes numbers like this is not the way to go about it.
<!--quoteo(post=2043265:date=Dec 10 2012, 08:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 10 2012, 08:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Ammo Clip Size increased by 20% upgrade in Arms Lab<!--QuoteEnd--></div><!--QuoteEEnd-->
Why? Marines are usually swimming in ammo anyway.
<!--quoteo(post=2043265:date=Dec 10 2012, 08:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 10 2012, 08:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Phase Gate Tech cost reduced from 15 to 10 resources<!--QuoteEnd--></div><!--QuoteEEnd-->
I can understand this. Marines trying to rush phase gates often are left extremely strapped of tres. However you have to understand that phasegates are pretty tough and provide alot of power to the marine team. It would likely need an hp nerf, but I would like to see the game with this change in.
<!--quoteo(post=2043265:date=Dec 10 2012, 08:11 PM:name=Troj)--><div class='quotetop'>QUOTE (Troj @ Dec 10 2012, 08:11 PM) <a href="index.php?act=findpost&pid=2043265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Cyst cost increased from 1 to 2 resources<!--QuoteEnd--></div><!--QuoteEEnd-->
No. Personally I would have them remove cyst cost since they don't scale well with some maps. Marines can cap nodes at 10 tres each, while aliens spend 15-25 tres each time. Aliens need a different cysting penalty (to prevent spam) and tres sink (since aliens have such low tres costs compare to marines).
I personally love the One-Armed Bandit, ask anyone that has played with me and you will see me in a Single EXO (most of the time). I am terrible with the Double as I cannot hit pesky Skulks (for lack of skill or buggy hitboxes). The Fist helps me a ton, I generally will punch a Skulk right out of the air before he even reaches me.
I would like to see the Single EXO get a damage buff on the Fist across the board (lifeforms and structures). Perhaps drop the Pres cost to 35-45 range. It is comparable to a JP/GL/Flame/Shot in my mind as a few of these early enough or even late enough can save/win the game. The only time I spend res on a Double is if I A) Didn't go mine crazy in the first half of the game or B) Am swimming in Pres and we are in desperate need of a heavy assault.
Counter to this, Carapace needs a buff, plain and simple. As it stands right now, it is not serving the purpose it is supposed to. For Onos/Gorge (humongous gains), it makes a difference versus Shotgun, but for the Skulk/Lerk/Fade, two shells regardless of damage upgrades will kill you. The unfortunate side effect of this is you take regeneration and as it stands now is equally worthless since the recent change. So what is a Skulk/Lerk/Fade to do? Take Carapace, at least it will help soften those random Rifle shots, glancing GL blasts, and random Flamers. Perhaps this is what the developers intended all along, but I believe that it should give you that extra shotgun shell to the groin to be considered an "upgrade".