More options for marines
alster
Join Date: 2003-08-06 Member: 19124Members
Who doesn't want more choices without unbalancing the game?
The armory by default should have welders, mines, and grenades always available. None of that tech unbalances the game. Even a skulk can safely blow up a mine at distance. Most newer players usually die before they can throw a grenade.
More choices makes the game less boring and more enjoyable.
The armory by default should have welders, mines, and grenades always available. None of that tech unbalances the game. Even a skulk can safely blow up a mine at distance. Most newer players usually die before they can throw a grenade.
More choices makes the game less boring and more enjoyable.
Comments
Aren't welders already available from the beginning of the game, or has that been changed already. Been a while since I played.
To the point though, it would unbalance the game more than you think. Instant mines and grenades could be devastating in the right hands, it would also free up some of that early game res for other upgrades since the comm no longer has to decide weather to get eg. get mines to cover PGs or run an upgrade (numbers would have to be tweaked to compensate which would mess more stuff up). Early game choices are key for a commander. On the flip side it also slightly limits the commanders influence on his players as the comm decides how the tech-tree unlocks in tandem with his/or her strategy. This forces the players to spend their p-res in line with the commanders plan (this mostly applies to public games though).
Mines can be devastating especially if you are in round 4 on a server and it is the first time marines use mines. Newer skulks just run around and blow themselves up.
This is a bad idea. Besides 10-15 to research is not that much, and new players will blow all their pres early.
I hold off on new weapon research until A1/W1. I might get early mines to screw with skulks... or turrets
a.) guard res easier
b.) leave your base exposed
c.) block vents
d.) win engagements
and the list goes on. The most important thing mines do is help defend bases and/or gates. They allow the marines to pressure alien res without worrying about extreme lane blocking.
You obviously don't understand how little things can affect game balance.
In this match the commander researched mines first thing. 2-3 marines put mines all over base. About one minute later while all marines were out of base, and before an obs was placed, a base rush happens. The base rush was stopped when the skulks died to the mines.
I remember another one, where I think titus got two lerk kills with mines mid game.
Point is, at the highest level of play mines are strong.
Even if you just step around mines as a skulk, that doesn't change the fact that the mine is still there denying you crucial maneuvering room that you need to win fights. You can also feel free to waste valuable time clearing mines with parasite while marines have the run of the rest of the map and take all your harvesters. See where that gets you.