Wouldn't a delay for web hardening fix all this? And they are a little pointless at hive 3, you need to have marines actually moving places for them to fall into traps :P. If they're current combat abilities were nixed maybe it could be moved around, but I'm not wise enough to know how to balance a game of this nature.
What is the limit on mines for rines? I know there's a lmit on buildables which includes turrets, but doesn't stop turret farms, while the OC limit is a little harsh, but how do mines and webs compare?
Webs are a counter for jetpacks, typically. If you can web a jetpacker in the air, then you are amazing (like, create the web on him while he's flying). Otherwise, webs do just fine and aren't over balanced.
Webs were more important in the previous version, because they were pretty powerful at two hives. Now, at three hives, the defensive abilities of webs are reduced (if the marines are leaving their base at that point, it's probably only with grenades and welders, which makes webs much less effective). Direct webbing still works, but is very hard to do against a group of fully teched-up marines (gorges die quickly and you can't web all of them fast enough, and marines tend to stay in groups when you have 3 hives). This means webs aren't that good anymore, and maybe some better weapon would be good as a replacement (something like snarks for example, the jumping made them better than babblers).
if it was put in to give the marines a chance, i think this is wrong because if marines let aliens get 3 hives they deserve to lose miserbly and be stuck and watch a skulk laugh as it bites away at his expendible soul
<!--QuoteBegin--Zz`Gashi+Oct 14 2003, 03:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zz`Gashi @ Oct 14 2003, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wouldn't a delay for web hardening fix all this? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> lowering the limits only promotes NSPLAYER to waste all of our webbing in an area that will never need it.
prelayed webs are not an issue because any observant team will get a welder in the area. if the problem is direct webbing, then PLEASE simply implement a two second delay on web hardening.
it would let me cover my backside when being chased by a rambo without a welder, and it would prevent me from laming up a group of HA until the reinforcements arrive.
<!--QuoteBegin--Forlorn+Oct 14 2003, 02:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 14 2003, 02:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes guys, keep in mind that Flay himself stated that the changelog stickied in the forums IS SUBJECT TO COMPLETE AND TOTAL CHANGE!!!!!!!!!!!!!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> if we dont voice an opinion against a bad idea then why is he likely to change anything? please let us comment so that Flayra can get the feedback he needs on new versions.
I'm not one to gripe about experimental beta changes but in general for 2.0 I think webs have been hit a little hard. I realize that this is almost exclusively because of their offensive uses(after all, the counter to defensive webbing is 5 res and only requires a simply Armory). I'd rather just see "action webbing" nerfed and return webbing to its former place as a useful defensive tool. I don't think moving it back to hive 2 is viable at this point but when was the last time you saw Web actually being effective in a defensive situation? Personally I think webs need help from where they are in 2.01. It doesn't make any sense to me that a hive 3 weapon is 100% countered by welders, which every HA train is fully equiped with, and that the JPers that webs are supposed to counter aren't even slowed down by them if the comm spends an extra 5 res. My ideas right now, though no guarantees on how balanced they'd be:
-Leave the web limit as it was before. -Require a welder to spend a little time to get rid of webs, i.e. a couple seconds per strand. Leave GLs as destroying them instantly. This way webs can at least act as a stalling method even against HA trains, and a JP with a welder can't just fly through them without even stopping. -Implement an activation timer on webs, something along the lines of 15 seconds. That should do the trick to remove their insane offensive capabilities and leave them as defensive tools.
Comments
And they are a little pointless at hive 3, you need to have marines actually moving places for them to fall into traps :P.
If they're current combat abilities were nixed maybe it could be moved around, but I'm not wise enough to know how to balance a game of this nature.
lowering the limits only promotes NSPLAYER to waste all of our webbing in an area that will never need it.
prelayed webs are not an issue because any observant team will get a welder in the area. if the problem is direct webbing, then PLEASE simply implement a two second delay on web hardening.
it would let me cover my backside when being chased by a rambo without a welder, and it would prevent me from laming up a group of HA until the reinforcements arrive.
if we dont voice an opinion against a bad idea then why is he likely to change anything? please let us comment so that Flayra can get the feedback he needs on new versions.
-Leave the web limit as it was before.
-Require a welder to spend a little time to get rid of webs, i.e. a couple seconds per strand. Leave GLs as destroying them instantly. This way webs can at least act as a stalling method even against HA trains, and a JP with a welder can't just fly through them without even stopping.
-Implement an activation timer on webs, something along the lines of 15 seconds. That should do the trick to remove their insane offensive capabilities and leave them as defensive tools.