Cat-pack Spam
Hornyshrimp
Join Date: 2003-05-28 Member: 16792Members
okay so Cat-Pack will increase a rines speed, which will benfit in skulk duels, but reduces health. if a com says put alternate cat-pack med pack the rine will have 25% speed and full health <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> does administering a med pack cancel out the advantage of the cat pack. i also see Gl spamming to be inorder+ does it affect the reload time?
Comments
He is asking if medpacks are going to cancel the cat-packs effect because he is concerned about medcat spam (whoo new term <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
And also the GL reload, that is very understandable so there is no need to clarify
I am actually also concerned about this, because it can give marines a very large advantage if done right <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
It would be funny to see a comm cat-spam his rines only to have them killed by paracites. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Spamming med and cats? Hm, costy. I don't see a problem, really.
It would be funny to see a comm cat-spam his rines only to have them killed by paracites.
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Ohhh, I have a vision of a new era of comm_lameness......
But to stay serious. People, please dont debate about something thats currrently under
heavy testing. Just sit back and wait for the show.
After the release, there will be enough balance threads to express your feelings in, for sure.
Nice ill get no beneifts and less hp. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Unless you reload faster too but i didnt read that anywhere.
I think cat-packs are a great addition to the game, more soldier and comm invovlement.
A group of HMG or Shottie + cat's + med's = whatevers in the room with you is dead. That includes a hive.
BUT you're going to cripple your economy to do it unless it's very late game and you have lots and lots of spare res.
So to do it early is an all or nothing risky tactic. To do it late is a way to save time that you might otherwise have to spend sieging or some such. And of course they were just introduced, I'm sure they will change dramatically over the next few builds.
If someone is ramboing and not helping the team, why would they be affected by catpacks? They shouldn't be getting any.
Also, it takes some time and quite a bit of res to do a jp/shotty/catpack rush, since it requires advanced armory, arms lab with catpack upgrade, and protolab with jp upgrade. This is not from experience, but that by itself is expensive and time-consuming, plus all of the other stuff that needs to be done.
"Also, note that the CAT pack does it's damage over the course of 8 seconds, a few HP at a time. Thusly, a CATed marine standing on a stack of medpacks would take 1 hp damage, grab one, take 1 hp damage, grab one, thusly wasting 50 res worth of medpacks. 1 medpack would only do any good if it was dropped AFTER the cat finished it's effect, assuming the marine lived that long"- REDFORD
Both are very good ideas
u could equip a marine with just 1 pack...or maby more?..Anyway it would be good because then the comm would have 1 less thing to do during a combat situation and just drop ammo and hp wich is really needed
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Edit:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why not make the cat-pack something that needs to be dropped in the radius of the arms lab, and can be used by the marine at his discretion?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Why not just have the commander drop everything at base for the marines discretion? Give me a break, all the commander can drop frequently outside the base is medpacks and ammunition.
i agree. healing and ammo are never a problem, but this one takes down health and ill bet a lot of marines wouldnt like that. imagine catpacked heavies though... thatd be insane.
Of course with skilled organized squads this will give aliens a lot of hell - but consider that they lose health with a catpack, then have to spend 2 more to gain it back. 6 res per marine every 8 seconds to make a crack squad effective with variable losses from a well positioned enemy.
I think it has some balancing effects as far as economy.
If the alien team knows enough to have it's more effective evolutions hang back and let the marines expend their 8 seconds dealing with skulks. Then another 6 res per marine.
Spam them at your own peril!
What stops a lame comm from cat spamming a marine the comm doesn't like ? If the pack is dumped on your head its not like you can dodge it.
I know it sounds crazy but I have had some experience with lame comms before...most annoying is those that play properly for a period of time, and when you look like your winning then just 'nerfs' the game quick.
And some comms get agro when things go wrong and may take 'revenge' on the marines he/she believes is not playing properly.
I would prefer a use at own discretion option - and you can only carry 1 pack at a time + the pack can only be dropped at the lab/amory .