Suggested Changes to Marines

BurningBurning Join Date: 2012-12-29 Member: 176690Members
edited January 2013 in Ideas and Suggestions
<div class="IPBDescription">Infantry Portals, Exo's, and the the pause before the game begins</div>Infantry Portal

Marines now respawn slightly faster
Increase health, and cost


Exo's

Now move faster, but stop moving/slow down while firing


Misc (affects both aliens and marines)

Increase time for the game to start



Goals

Marines are less likely to need a second infantry portal, without buffing their late game turtling
Improves the exo's ability to get offensive, yet stick true to it's basic elements (needs marines with it)
Allows teams to choose a commander and give basic commands before the game starts

Comments

  • neighbsneighbs Join Date: 2012-09-11 Member: 159024Members
    I think Marines need multiple locations with Infantry Portals because of the power node being so fragile there are multiple ways to stop the spawning in that location. That being said buffing the IP wouldn't keep you from building more. Although, I do think IP camping is an issue because of the obvious location of your spawn. If Marines were given some damage mitigation for a short period, like invulnerability for a second or 2, or nano shield to reduce damage after spawning. This could help the Marines actually get some damage off before dying so you wont have the constant spawn > die > repeat cycle if your observatory was the initial target in the attack and beacon is not an option. I really dislike the power node's design and think this is the biggest problem with the Marines. Also since Bile Bomb doesn't notify you while your node is under attack this can be huge if you're focused on Comm support and not your bases. I don't have any suggestions for the Exos, I think they're fine if power nodes weren't so vulnerable/require a beacon to protect leaving Exos without any support.
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