Two Minutes To Get Res?

BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
<div class="IPBDescription">Games just got much longer.</div> Wow. This is surprising. I mean, some res structures don't even LAST two minutes.

Seems to me Kharaa are getting the short end when it comes to res gathering. Sure res for kills is nice, but it is not that huge. IIRC, Gorges can't team build like rines, and Kharaa RCs have no innate defence. Maybe spore clouds from RCs whenever they are attacked would be nice. That would at least make rines have to use ammo to take it down.

Comments

  • antichristantichrist Join Date: 2003-05-27 Member: 16769Members
    not neccesrraly you just place a oc on top of it plus getting res for aliens so easy compared to marine rt as marines seem to rarely attack rts and take quite a bit of time to take down so marine rt harder as goes down easily
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    It's interesting for sure. It will make quite a difference in strategies - currently, an RT pays for itself in 40 seconds for the Kharaa (though it takes a LOT longer for the gorge that actually PAID the cost to get his investment back...) and ... what's the cost for marines? 20 res? 120 seconds then. Considering that it takes 30 seconds for a skulk to chomp it up, the marine commander can always recycle it, meaning the actual cost of a marine RT is 12, so you are looking at about 45 seconds uptime before it pays for itself.

    With a 2 minute waiting time before res are gained, dropping a quick RT and not defending it is going to be costly, if a skulk or maruding marine comes around.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I take it your talking of 1.1, because of the "resource for kills"-thing which isn't in previous versions (not 1.0x to my knowledge).

    I'd give a general advice of never whine about "balance" of a version/game you cannot play if you know more than 1 change has been made. Its nearly impossible to do a full analysis of a thing you cant get your hands on. Just because alien resource towers are weak and cheap doesn't mean they cannot last long. Did you take into consideration that there are around hundred other changes that will most definetly have an impact? You'd think changing a single shotgun pellet's damage from 16 to 15 wouldn't have any affect to alien resource towers, but how do you know if you can't try it out yourself and see "the big picture"? Or skulk rotation and changing their speed from 104356 to 104357 (from my head) makes it easier to respond when structures are under attack? How do you know how high amounts of resources the kharaa get from their kills overall? Maybe marines die more than in 1.04 and the kharaa get a lot more resources? Too many questions, not enough people to answer. I avoid commenting 1.1 balance like the plague, because of this... Besides, there have been 1.1a, b, c, d, e, f, g, h, i, j, k, l, m... and more are coming so I doubt aliens will have a weaker resource model than marines. They will run out of letters soon which I think is a major issue to be argued about. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    No, you shouldn't "shut up" about 1.1, but you should avoid balance-arguments. Unless you are a developer/playtester/veteran, of course.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited June 2003
    The idea behind it was to stop teams from simply RT rushing all over the map, which was painfully easy for Marines with their electrification. Now, if you take an RT, you're saying that the area is yours. You're going to defend it for at least two minutes, or leave it on its own to get destroyed and be a net loss. Slow expansion is the name of the game, taking over ground and securing it (at least somewhat) with defined battle-lines.

    And honestly, it really only draws out the early-game for about two minutes. After that, it's back to how it had been before... though it can REALLY be a pain to hold off multiple Marine rushes at a Hive, when they keep taking down your RT specifically each time.

    Resources are no longer a secondary factor. They aren't drop-and-go. They are as much an objective as the Hive rooms have ever been... and it adds a lot to the game.


    (edit) Oh, and we're up to 'N', last I looked. I blinked and missed everything from J up to now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (/edit)
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    All the games that I played today were VERY FAST PACED.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--antichrist+Jun 3 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antichrist @ Jun 3 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->not neccesrraly you just place a oc on top of it plus getting res for aliens so easy compared to marine rt as marines seem to rarely attack rts and take quite a bit of time to take down so marine rt harder as goes down easily<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They DON'T take a long time to kill in 1.1, since their health has been lowered. Also, the idea of 1.1 is that when you see an unguarded resource tower you kill it for sure, instead of thinking that it doesn't matter.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--i'm lost+Jun 3 2003, 06:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jun 3 2003, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--antichrist+Jun 3 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antichrist @ Jun 3 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->not neccesrraly you just place a oc on top of it plus getting res for aliens so easy compared to marine rt as marines seem to rarely attack rts and take quite a bit of time to take down so marine rt harder as goes down easily<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They DON'T take a long time to kill in 1.1, since their health has been lowered. Also, the idea of 1.1 is that when you see an unguarded resource tower you kill it for sure, instead of thinking that it doesn't matter. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    They are at 2.5k now, just 500 hits less than in 1.04. The 1500 hits they had in one patch was simply to little - as were the 3500 hits hive (now at 5500).

    Yes, slow resource towers seems to be an interesting way of slowing down the tech up for both sides.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Since a common complaint seems to be that the marines can't tech up fast enough to match the aliens, perhaps this resource lag could be changed to balance things. Maybe it could be reduced to 60 seconds, and only affect alien RTs? I'm just throwing out ideas.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    <!--QuoteBegin--MagiTek+Jun 3 2003, 06:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ Jun 3 2003, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since a common complaint seems to be that the marines can't tech up fast enough to match the aliens, perhaps this resource lag could be changed to balance things. Maybe it could be reduced to 60 seconds, and only affect alien RTs? I'm just throwing out ideas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, I think that the 2 minute wait IS to ballance things. Marines start with 100 res, and they need to drop RT's ASAP, and chances are they aren't going to electrify them, since it's cost prohibitive. Aliens on the other hand will drop RT's and defend them, getting less RT's in the same 2 minutes.

    This is all just speculation, I'm wondering what kinds of things we see with this change in the PT world?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    wait I dont understand here. What's with 2 minutes? Huh? 2 minutes before marines/aliens can drop a res tower? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    As of 1.1n, no res tower will begin giving res until it has been up for 2 minutes.

    To be honest, this simply doesn't make sense to me. What's the motivation behind this change?
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Wait.. is it that no res tower gets to drop res until being built for 2 minutes, or at the start, nothing generates res *except alien kills* till after 2 minutes?
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    <!--QuoteBegin--Macguyvok+Jun 3 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Macguyvok @ Jun 3 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait.. is it that no res tower gets to drop res until being built for 2 minutes, or at the start, nothing generates res *except alien kills* till after 2 minutes? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I had not thought of that. It would make a bit more sense to me that ALL nodes do not put out until 2 minutes into the game. The quote itself is a bit unclear.

    "O It now takes 120 seconds before any resource tower starts giving resources for the team."
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Good question. I assumed it was 2 minutes for each node before it starts giving res. I think it would make even less sense if none of the nodes gave res for the first 2 minutes of the game; what would marines do during that time besides camp their base and fend off skulk rushes?
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    edited June 2003
    I think that's the point.. slow down marines some, while aliens have a chance to get res from kills....
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    Clarification:

    Resources Towers do not give resources to the team until two minutes from build completion. That means if you build a resources tower 35 minutes into the game it doesn't give you resources until 37 minutes into the game. Dig it?
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    Oh. Well, we'll just have to wait and see.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited June 2003
    I'm guessing this is to slow the effectiveness of the gorge rushes I've read about in 1.1, where an organised team can bag seven nodes off the bat. Does this change reduce the power of that tactic?

    Is there any way to tell if an RT is giving out res, or is in the two minute delay? Some sort of indicator might be useful, or at least helpful. Could an icon be placed above a built-but-waiting RT the same way you can place an icon above a player (as with voice chat)?
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    So does the resource at marine base produce res from the start or does it take 2 minutes as well?
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    edited June 2003
    If you would read carefully you'd had your answer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    If you build a Tower somewhere it wont give out res until it's 2 minutes in the game (finished). Both sides now have a constant flow of 1 res node. And you have your starting res which works from the begining.

    Ok now while I written this I'm not sure if it was cleared up before <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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