Some balance adjustments (please leave feedback)

TrojTroj Join Date: 2012-12-10 Member: 174696Members
edited December 2012 in Ideas and Suggestions
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.

Comments

  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--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-->*Exosuit cost reduced from 50 to 35<!--QuoteEnd--></div><!--QuoteEEnd-->
    * 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

    -----------

    Just a few counter suggestions.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    fair enough dawerm, can't have one change without the other. o.o
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    *Increased Claw damage on Exosuit by 20%

    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
  • TrojTroj Join Date: 2012-12-10 Member: 174696Members
    <!--quoteo(post=2043269:date=Dec 11 2012, 02:20 AM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Dec 11 2012, 02:20 AM) <a href="index.php?act=findpost&pid=2043269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Onos reduced to 45res

    * Grant 20% armor bonus from Carapace

    * Skulk bite damage vs structures increased by 15%

    * Alien Harvester cost reduce to 5 res

    -----------

    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
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    edited December 2012
    35 for the single gun exo seems pretty fair actually. The single gun exo as it stand right now is next to useless. A jetpack and flamer/gl or shotgun is more effective than the single gun exo 90% of the time, especially at 50 res. If it were 35 res it might be worth it. The fist is also woefully underpowered. It is a giant mechanical fist and it does less damage than a skulk bite. A fist, the size of a skulk, doing less damage than the mouth of a skulk.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    You need to explain why you want these changes if you want to have any traction. Right now I am not seeing a theme except random buffs.

    <!--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).
  • meetjackmeetjack Join Date: 2011-01-30 Member: 79677Members
    I don't think Marines are a tad weaker than aliens. Have we got any server win/loss team ratio to back this stuff up?
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Yes: <a href="http://ns2stats.org/" target="_blank">http://ns2stats.org/</a>
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    Honestly, I am in favor for some of these changes on both sides, consequently speeding up the gameplay a bit more.

    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".
Sign In or Register to comment.