Isn't the balancing for skill a mechanic issue, on how easy it is to execute for example? Also I will honestly say I have no idea how well the tech paths are balanced in between each other in vanilla ns2. I can say that compmod is basically reduced to one valid techpath (with minor variations), especially for marines.
You could make balancing for skill a non-issue by reducing the skill curve drastically via mechanics. I am not sure everyone, including myself, is on board with that.
I am of the opinion that the validity of techpaths is incredibly limited. NS2 is filled with these non-choices whether most of the player base realizes it or not. The tech path options are incredibly limited in their effectiveness. A1/W1 arms lab start is the go to because it is so generally effective, while other options are not. Marines are incredibly limited in their tech paths. Aliens have a little more flexibility, but still have very few effective tech paths.
I would think comp, maybe without compmod, has more tech path options because they have the teamwork to actually capitalize on another tech path.
HandschuhJoin Date: 2005-03-08Member: 44338Members, NS2 Playtester, NS2 Community Developer
edited April 2017
Currently is a2 before w1 also very viable since you have higher chances surviving against fades with a2 than with a1/w1.. especially if you're a bit behind
Currently is a2 before w1 also very viable since you have higher chances surviving against fades with a2 than with a1/w1.. especially if you're a bit behind
I agree. What I meant was starting with arms lab, as opposed to other tech paths.
Comments
You could make balancing for skill a non-issue by reducing the skill curve drastically via mechanics. I am not sure everyone, including myself, is on board with that.
I am of the opinion that the validity of techpaths is incredibly limited. NS2 is filled with these non-choices whether most of the player base realizes it or not. The tech path options are incredibly limited in their effectiveness. A1/W1 arms lab start is the go to because it is so generally effective, while other options are not. Marines are incredibly limited in their tech paths. Aliens have a little more flexibility, but still have very few effective tech paths.
I would think comp, maybe without compmod, has more tech path options because they have the teamwork to actually capitalize on another tech path.
I agree. What I meant was starting with arms lab, as opposed to other tech paths.