Fades Increased From 44 To 54
SoBe_Dragon
Join Date: 2002-12-04 Member: 10465Members
This discussion has been closed.
Comments
(no matter what you say, he is still god)
It's really not that big of a deal... just makes fade players a little more cautious.
Especially since fades now can only effectively kill in 3/4 the splash range
fade 44
gorge AUTO
skulk 13
lerk 44
onos 80 - maybe 90
and no alien res intake when evolved to lerk fade or onos!
reasons?
takes so long to get fade anyway, gorges needed quicker in games. as people never go gorge, personally i think the amount of FADES should limit gorges resources. skulk - people would rather be skulk than wait for resources while starting off as gorge, it also creates a bit less of a "lets rush it because we r all superfast, die easy and come back the same and do it agin" attitude. lerk 44 because on ns_caged for example and bast all they do is camp in the marine spawn vent. onos 80+ because hardly any onos die when you got a good team, it would be easier for marines to gain 3rd hive, this is also the same reason for my idea of no res intake when lerk fade or onos
That is one weird idea.
Why should SKULKS cost 13? And why should people spawn as gorge and have to PAY to be combat efficient from the beginning?
And Lerks(E NOT U) costing 44?....
NOW RESOURCE TOWERS MUST BE CAPTURED!!!!
THIS GAME IS SUPPOSE TO BE ABOUT HIVE CONTROL!!!!!
YOU THINK GORGES WILL RISK THERE LIVES TO GO OUT AND GET RT!!!!!
I HATE THIS MOD NOW
DIE FLAYRA
(btw, for those who are stupid, YES i was joking, i love the change)
The game is quite good now. The only thing lacking is something to make marine RT easier to hold onto. Perhaps giving out 7-8 mines at time rather than five to make mining them quicker. It seems that marines usually lose due to their inability to hold a RT with any thing less than a turret factory and 3-4 turrets, which is quite expensive.
NOW RESOURCE TOWERS MUST BE CAPTURED!!!!
THIS GAME IS SUPPOSE TO BE ABOUT HIVE CONTROL!!!!!
YOU THINK GORGES WILL RISK THERE LIVES TO GO OUT AND GET RT!!!!!
I HATE THIS MOD NOW
DIE FLAYRA
</b>
I say maybe the skulk at 13 is too much, but starting off with an army of gorge all with 10res does help, especially if it will be the amount of LERKS being the limiting factor on the amount of res a gorge receive, if it was implemented 1lerk wuld be the same as 0 lerks in the limiting factor. maybe flayra can pm me and we can discuss this issue?
but increasing fade cost from 44 to 54 get my thumbs up!!! I even love being the fade.
Its a good change... now maybe some people will go lerk and realize it extends the longevity and increases the fade's assault capabilities three fold.....
Aliens would win
lol
I dont like the change, but I can deal with it. But now, if you're fade and you die....you know how long its gonna take to get those res back? Even if you have 1 gorge (which is almost never the case)...you'll be waiting for a while.
I can see this now:
Gorge, with regen, adrenaline, and cloaking
sitting under a hiving
never dying, lol
Regenning twice as fast, cloaking twice as fast, regenning hp from hive at mach 6 (8 --> 20....who thought of that? lol)
I am looking at this like warcraft 3. The dev's change things that they think is for the better when all that really happens, is the players find something new to exploit. Example: In warcraft3 beta, all I did was spam sorceresses...then blizz nerfed them. In the next patch, I spammed steam tanks (cheap but effective), blizz nerfed them, in the next patch i spammed gargoyles...blizz nerfed them. In the next patch all I did was use ballistas, and archers (cheap but effective), blizz nerfed ballistas.
The same thing is gonna happen with NS. You jack fade res by 10 points, but in return...more resources are diverted to the gorge. The objective is to make the gorge cap more RTs. Maybe i'll take that new found privledge and build O chambers outside of their base in the first 5 minutes of the game? oops, forgot about that one eh?
Since capping 2 hives at the same time has been nerfed in more ways than 1, its time that marines found something just as effective, so it can get nerfed. Jetpacks soon to go! Oh wait, now TF's and siege cannons are less cash. Time to abuse siege some more!! Hmm what else? Oh yeah I dont get this:
Siege cannon - twice the damage of a normal turret(prolly more), splash damage...fires through walls, 20res
Turrett - Fires normally, 19res. Looks like they forgot about that too. Why is it one more res for a siege cannon then for a turret now? make no sense to me.
I still cant get over the huge HP reduction on phase gates. I mean, its not like 100, or even 500 hp were taken off but...<i><b><u>1500</b></u></i> HP? Come on, whats the deal with that? I wonder, what was going through Flayra's head when he first created the game and was doing these calculations:
"Alright guys, we got this new thing here called the phase gate. How many HP should we give it?'
How about 2000
"Oh come now. Thats far too low...hmm. I think that 3500 will work nicely"
But now...one THOUSAND five HUNDRED hit points dropped? What for? Why? So, we are increasing the damage of spines, and drastically lowering the phase gate cost. I think the objective of that HP drop was to make it easier for lerks to take out the phase. I wonder if Flayra ever thought about the new regen is gonna work with that HP drop. I bet one or two turret guarding a phase gate cant kill one or two skulks anymore. =(
this is too long, i'm done
Still, I do enjoy the slightly higher focus on obtaining resources. Aliens can't just take 3 resource nozzles, bring up the hive, and sit pretty for the rest of the game. They need to be a bit more proactive.
<img src='http://www.bol.ucla.edu/~mrolek/nsnuke.jpg' border='0' alt='user posted image'>