Two Minutes To Get Res?
BugBrain
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.
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
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.
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.
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)
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.
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.
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?
To be honest, this simply doesn't make sense to me. What's the motivation behind this change?
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."
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?
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)?
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-->