Reduce cost of whips/turrets
malthus
Join Date: 2012-07-28 Member: 154399Members
Suggestion:
Whips: 5 res(down from 15), knockback grenade effect made into a 2nd hive research.
Turrets: battery 5 res, turrets 2/3(down drom 10/5(10+5x3). 25 vs 11/14
Reducing cost of hydra?
Or electrafied res points/ bigger mine radius? As a much smaller change
Why?
Marines have to be offensive, leaving res wide open(in a 6v6 scanario even more so). All clan matches ive watched and participated in have marines on 3 or less res unless they dominate(they would win anyway). Game seems to revolve around keeping aliens on as little res as possible and killing that 2nd hive. Soon as that 2nd hive is up, if you kept marines on as little res possible, then its over. Marines on low res cant fight 2 hive low res.
The only end game play ive seen seems to be on pug servers.
Whips: 5 res(down from 15), knockback grenade effect made into a 2nd hive research.
Turrets: battery 5 res, turrets 2/3(down drom 10/5(10+5x3). 25 vs 11/14
Reducing cost of hydra?
Or electrafied res points/ bigger mine radius? As a much smaller change
Why?
Marines have to be offensive, leaving res wide open(in a 6v6 scanario even more so). All clan matches ive watched and participated in have marines on 3 or less res unless they dominate(they would win anyway). Game seems to revolve around keeping aliens on as little res as possible and killing that 2nd hive. Soon as that 2nd hive is up, if you kept marines on as little res possible, then its over. Marines on low res cant fight 2 hive low res.
The only end game play ive seen seems to be on pug servers.
Comments
If you want defensive structures, you have to cash in for them. Besides that the current costs are not much of a problem at the point where you can afford it from map control. You are not supposed to be able to spam defenses early game to deny any rush or danger.
Besides that the Sentry Battery is already 5 res, IIRC.
Whips: 5 res(down from 15), knockback grenade effect made into a 2nd hive research.
Why?
Marines have to be offensive, leaving res wide open(in a 6v6 scanario even more so). All clan matches ive watched and participated in have marines on 3 or less res unless they dominate(they would win anyway). Game seems to revolve around keeping aliens on as little res as possible and killing that 2nd hive. Soon as that 2nd hive is up, if you kept marines on as little res possible, then its over. Marines on low res cant fight 2 hive low res.
The only end game play ive seen seems to be on pug servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Whips already kill marines in 2-3 hits depending on upgrades. Dropping 3 for the current res cost of one is a little absurd. Thats basically a 1 shot kill. Not to mention if you have the res for 2 whips that now give you 6...thats crazy overkill.
NS2 is a res control game. So it makes perfect sense to keep the other team on as little res as possible. Destroying hives and comm stations are just victory conditions. Changing res costs just to spam out defenses is the opposite purpose of the game. Teams are suppose to be aggressive to win not defensive