Biomass, Bile Bomb and Leap
catolm
Norway Join Date: 2013-10-31 Member: 188909Members, Reinforced - Silver
Hello there, I wonder if anyone else has thought about this.
Since Bile Bomb is so extremely powerfull I think we should consider increasing it's biomass requirement to 4.
This would make it a little more like the arcs, still would be faster and easier to use, but you could counter it by keeping the alien team from having two hives, just like you can keep the marines from having a robotics laboratory. Additionaly I rarely meet a commander who actually researches Leap unless the game is almost already won because this one requires 4 biomass and therefore 2 hives. As a "payment" for upping bile bomb to 4, we could consider dropping Leap from 4 to 3 biomass.
What are your thoughts about this?
Cheers. Chariot
Since Bile Bomb is so extremely powerfull I think we should consider increasing it's biomass requirement to 4.
This would make it a little more like the arcs, still would be faster and easier to use, but you could counter it by keeping the alien team from having two hives, just like you can keep the marines from having a robotics laboratory. Additionaly I rarely meet a commander who actually researches Leap unless the game is almost already won because this one requires 4 biomass and therefore 2 hives. As a "payment" for upping bile bomb to 4, we could consider dropping Leap from 4 to 3 biomass.
What are your thoughts about this?
Cheers. Chariot
Comments
As for what you said about leap, I often see leap researched late game at about 20-30 minutes depending on res income.
The reasons why people think bilebomb is overpowered:
* The put there entire base close together. A good base has its structures spread out to minimize bilebomb damage and increase alien runtime between structures. (but everrything still in long range marine aim)
* They do not shoot the gorge.
* They react to slow to the red blips on the map moving to their base.
* They do not cover arcs or stand in a position to cover them.
* They do not cover exo's or stand in a position to cover them.
If they bilebomb your base your team did it wrong. If they get new gorges all the time you should wonder where they get the res & keep the ability to push your base. (for example, if they come through the right side of the base all the time you may consider pushing that front and getting a forward base)
Bilebomb is fine.
Now comms not getting leap is a whole other subject and i think leap is underrated.
Not to mention skulks are so much more fun to play when leap is researched...
I've been wondering why is it that I see gorge abilities or chamber upgrades before leap. I always try to have leap done the first thing 2nd hive comes up. (In general, exceptions apply...) Leap makes Skulks soooo much better, and most of your team is Skulks after all.
Ahhh, you see, the powers that be think this game is competitve in nature (as opposed to - well,*every* 2 team win/lose game ever invented) - thus 'fun to play' has apperently nothing to do with statistics and all to do with the wishes of the minority.
So you and I may and the rest of the bottom 10,000 players may think leap is fun, but we are being held ransom to our fun levels by 300 odd gamers with i7s.
Learn to live with it, or find another game, unfortuantly, but irrevociably, comp players own this game's mechanics.
Anyways: Leap
Therefore, a pub commander that does not prioritize leap is not very good.
Whips are very useful by themselves, as seen in the recent competetive matches, so it's not cost sunk just into leap itself, you get a useful defensive structure for your res.
But gorge need that one-hive bile or they will be even more useless than b254 onos .
As a pub khammander I usually upgrade gorge / onos (if teammates save 50+ pres) / leap / lerk
Leap is very cost effective and in pubs, you have usually already lost some lifeform by the time you reach biomass 4, so it helps a lot for those forever-skulk.
On other hand, I still think alien should be able to comeback after losing their 2nd hive, so I keep bilebomb on one hive. Leap on one hive doesn’t bother me either (as long as lerk gas isn’t on one hive)
However, in comp… still a different story.
PS: maybe the OP play on large server (24man). And bile rush is more and more effective as the player count increase; as you can easily find 2-3 other player to follow you on that last-chance bile rush and eventually wreck the base really fast ^^
I have not looked much through the lua thingie (never tried that language, but I am proficient in C, Java, Python etc) so I am thinking of maybe making a Experimental Balance mod (if possible)?
Cheers. Chariot
Yes, possible. But also: there IS a balance mod (kind of a testing grounds for future development).
If you're good those guys / that guy (i dunno) might want help?
Cheers. Chariot