Marine weapon price/damage

M4NS14Y3RM4NS14Y3R Join Date: 2013-01-04 Member: 177497Members
<div class="IPBDescription">flamer, grenade launcher, mines</div>ok, so just played a fun game(advanced player already) and just wanted to use something that actually is using not that much. Played as marine in 8v8 match, score was 3x-8 or so, all was ok, team has several exosuits but lost 'em. Lost ability to create 'em 2. After this team started to lose, some ppl go with flamers/grenade launchers and jets. At the last minutes we just use mines(no1 actually uses them as far as i know, coz mine cant kill even armored skulk). So we put like 10-12 in 1 place, deal around 800 dmg to onos, onos detonates mines.. and nothing. Ok, now to each weapon.

Flamer - very low dmg vs creatures, armor, etc. Also has low range. Costs 25res. Idea - make it at least 30% more strong vs creatures coz many player prefer long ranged high dmg rifle instead of flamer that cant hit armored targets but costs like imba. It should cost 15res or even less, coz almost useless. Again, make it AT LEAST 30% stronger vs creatures and structures. Good value is 50%. Coz now i just dunno what i payed 25res for, coz ordinary rifle is better.

Grenade launcher. Another pretty lol weapon. First thing - now all commanders know game strategies so they will sure put some whips near structures. So u will just have your grenade back. Second - grenade is slow, if it hits the target in front of u, u will take damage too, it's not good at all. Also, u will have slight launch lag. And it costs, again, 25res. Srsly, many players don't even pick it up from the ground, coz u need to hit with a nade or drop it very close to the target, if u want to kill even a skulk. Fade is too fast, gorge can survive, onos doesn't care, lerk is sitting high. Again vs structures? No, thx. Exo vs all, shotgun+rifle vs all.

Mines.. what a waste of resources. Again, onos walked on 10-12 mines, with half health and nothing. But costs 15res. Guys, no1 uses it. Dunno better save 20res on shotgun and give it to some teammate(though i prefer rifle 2 shotgun, even vs fade when using fences, etc. u can win using rifle). Mine doesnt kill skulk.

So what we have. Shotgun - 20, walder - 5, jet - 10, exo/double - 50/75 - all balanced(though u can make even more dmg with fist exosuit). All balanced. And all other weapons seems useless, coz no1 who plays good and not for the first time uses it.

Btw, game is really nice and team-based. It was very fun to me to play, funniest online game since many time. Prev. team-based and not ordinary game i liked was left4dead. Good luck to creators. Strategy part is rly good too, mby u will add something to make map more comfortable and add some more strategy elements on commander screen to detect situations faster.

Comments

  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Flamethrowers are pretty weak, but you're new and weren't around for when they did good damage. It was ridiculously bad for gameplay because you don't have to aim the flamethrower. You don't want the flamethrower to be effective at killing weapons because everyone is exactly the same with it. There's no skill and no improvement to be had from it. It's definitely not a very good weapon at the moment, but a blanket 30-50% damage buff like you're suggesting is flat out bad.

    GLs can have an issue with whips, but they're far from bad. Most of the time you can shoot grenades above the whips and still deal damage with your grenades. GLs are extremely powerful for pushing and clearing nests of crags which are otherwise unkillable (except via arc). They're a very niche anti-structure weapon. They're not meant kill aliens.

    Mines are really good, you're just using them poorly. They're area denial. You use them in conjunction with marines to hold areas that you would otherwise be unable to hold.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Mines go in vest or behind structures for area deniel. They are excellent for that, and when I have the res I tend to get them.

    Flamer is a niche weapon. After playing farcry 3 I would like to see the NS2 flamer become more like FC3 - area denial by having the flames stay on most surfaces and burn for a long time. They definetively don't need more damage though, as gorgeous has pointed out its a fairly skill-less weapon to aim.

    GL is great for clearing structures, just not whips. Usually its pretty easy to avoid whips, just aim to get around it unless there really is a whip forest (then use a mate with a flamer, since flames disable whips knock-back).


    Basically, play more. Glad you are enjoying it, but once you get to higher end games you will see all of these weapons being used constantly.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    Generally agree with grenades and flamers. They both have good situational uses but are not very versatile and can leave you vulnerable if the situation changes. For that reason you will nearly always find me with a shotgun and jetpack as its just the most versatile combination for putting out damage and surviving should all of your team mates die.

    Grenades - good covering team mates pushing in front of you. Stops skulks from nipping at the heals of an exo. Also good for taking out the healing gorge following an onos.

    Flamers - Destroy structures more than fast enough imo. I've watched a jet packing flamer burn like 50% of my cysts before some aliens could get to him. If you have a flamer or two in a group of 4-5 pushing a hive it really helps. What you don't want is to be the flamer guy stuck in a failed push when all your team mates have died... (this kinda goes for gl too)

    You think mines are no good? You are doing it wrong. Early mines are fantastic at stopping skulks from raping phase gates etc.
    Although it is true that they don't scale to late game. They do nothing to onos and fade. Lerks can avoid them usually and destroy them with spikes. A gorge with bile bomb will waste your mines in a split second.
  • M4NS14Y3RM4NS14Y3R Join Date: 2013-01-04 Member: 177497Members
    guys, again, i think it's 80% about accuracy, when fps r good and u have a good commander who has a plan and the crew understand what to do and u can aim well u almost nn even gl's. For example, haveing like 30-5 and buying exosuit often means game over for aliens. Playing with ppl who like this game enough to make a clan will cause the same - shotgun + 30/5 or so kills. Flamers against fade - u did 80dmg with 2nd or 3d upgrade and died with 100/90. 80dmg for a 25res weapon, good. Again, have no probs with aiming so nn this things, it's just boring to have 2 weapons only. And about mines - there isn't that much places u need to hold. If every1 can aim a bit better and the game uses at least 2 cores, not only 1, u woun't need any mines at all.

    Again, 30% more flamer dmg, more dmg vs carapace, coz flamers flame tanks, dots, etc.
    Lower the grenade dmg u receive if it explodes near u. (grenade spam is funny but only vs alien commander that isn't good in res managing and defence)
    And more dmg on mines. U pay 15res for nothing. And guys nn talking bout "u can control blabla", if playing right way u receive upgrades very fast, and wasting 15res to get 1 skulk killed isn't good at all for me.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Please speak properly. Posting dumb ideas in a poor attempt at the english language just doubles how dumb you sound.

    If I understood you correctly anyway, you have offered no counter to our arguments. Just "herp derp I cannot solo a fade with a flamer, like I can with a shotgun, so it must be bad".
  • vietoiivietoii Join Date: 2013-01-05 Member: 177621Members
    edited January 2013
    Yes mines cost is too high and easy to detect.A price reduction or making these harer to find would be great ! Flametrower is great ( don't forget that marines have to be in group to win...you always have to be covered by a friend !)

    The shootgun is for me the weapon wich need a improvement. I have a lot of trouble with this weapon due to the small latence between the moment when you clic and the moment when the weapon shoot ( like 200ms) its just impossible to kill a skulk with celerity ....

    An other probleme is the grenade launcher. Same problem here, the grenade goes after a small amount of time ( not dynamic at all ) The grenades bounce is not optimal too and a small cursor will be welcome !

    I know that developers love their game and will work on it we just have to be patient :)
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    edited January 2013
    <!--quoteo(post=2056519:date=Jan 5 2013, 10:19 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jan 5 2013, 10:19 AM) <a href="index.php?act=findpost&pid=2056519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please speak properly. Posting dumb ideas in a poor attempt at the english language just doubles how dumb you sound.

    If I understood you correctly anyway, you have offered no counter to our arguments. Just "herp derp I cannot solo a fade with a flamer, like I can with a shotgun, so it must be bad".<!--QuoteEnd--></div><!--QuoteEEnd-->

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