Cat-pack Spam

HornyshrimpHornyshrimp 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

  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Ok, to clarify this....because I can vaguely understand :

    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-->
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    I think "Cat-Spam" would be funny. From what I understand when you pick up a new CAT (while under the effects of an old one) the bonus's don't stack but the damage and time does. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Umm...maybe I should refine a little more, when a comm alternates his medspam between cat-packs and medpacks, will the medpacks negate the effects of the cat-pack? Since if this is left in he could have marines that are powerful and have health.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Let's say cats costs 2 res.

    Spamming med and cats? Hm, costy. I don't see a problem, really.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    Cat packs were just introduced into testing and as of right now they cost more than medpacks. They will also need to be researched on the arms lab. Unless the marines have res shooting out of their "orifices", I wouldn't expect to see much spamming.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    <!--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-->
    It would be funny to see a comm cat-spam his rines only to have them killed by paracites.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Cat packs cost 4 res each and are not stackable. ie you get one and it lasts for 8 seconds and you cant get another till end of 8 seconds. it will draw 25% of your max health for each pack you get till you hit 1 hp. It requires a research at the armslab before it can be dropped.
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    Jeez i hope i dont have a nade launcher or HMG with low ammo and then ge t acat pack. Ill get -25 HP and if i have to reload those guns right after the comm drops one on me or I accidently run over one while im doging aliens....


    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.
  • NovisNovis Join Date: 2003-08-09 Member: 19193Members
    Almost one full page of dull forum babblings without even an clear answer to a simple quesion: "Will medpacks adversely affect cat-packs?" (I assume no, 6 res for cat/med 8-seconds marine rage isn't that cheap).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    He didn't say cat-packs would effect medpacks, so obviously cat-packs and medspam acts independantly of each other.

    I think cat-packs are a great addition to the game, more soldier and comm invovlement.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Hmm... group of JP + Shotty + cat-pack. Should help in getting the hive down before the aliens even get an alarm. Though the 7000 hive hp kinda counters this.
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    In the current version:
    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.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    i am going to have to change my name <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    I don't really see a need for catalyst anyway, seeing as the rambo problem is still present (plus it's more buttons for me to click as com). Oh well, I'll let the playtesters sort it out.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Aaron+Nov 5 2003, 11:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Nov 5 2003, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really see a need for catalyst anyway, seeing as the rambo problem is still present (plus it's more buttons for me to click as com). Oh well, I'll let the playtesters sort it out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    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.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    Actually the cat-pack does all its damage the instant it is picked up. It does not spread the damage over 8 seconds(though that isnt a bad idea)
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    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?
  • HellSpawnHellSpawn Join Date: 2003-05-17 Member: 16415Members
    <!--QuoteBegin--uranium - 235+Nov 5 2003, 02:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 5 2003, 02:50 PM)</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-->
    "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
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    What I meant is: The commander isn't going to be everywhere. If one marine by himself sees an onos, and he has a chance to kill it, he's not going to say 'HEY COMM GIMME CAT PACK!' then start spamming voice calls. It'd be nice if he could use the cat pack on his own. He probably has an idea on how to use it that the commander doesn't.
  • PainUserPainUser Join Date: 2003-10-31 Member: 22150Members
    edited November 2003
    I hope they leave it as is, or reduce the cost. If you guys have even looked at the information. Cat-Med spamming would be terribly inneficient, you would burn all your res and he would inevitably die. 25% bonus's that dont stack wont exactly make super-marines. I think that the affects of multiple cat packs should increase per pack, but with diminishing returns. The total bonus should be cut off at about 50%, taking 6-7 packs. Commanding should involve much more "spamming" of non health based items. Medpack spam, however, needs to be regulated.

    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.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin--uranium - 235+Nov 5 2003, 02:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 5 2003, 02:50 PM)</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-->
    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.
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    We are assuming that a catpack can make the marine aim, make the marine dodge, and make the marine work with his group.

    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.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    A cat pack and medpack combo is 6 res.

    Spam them at your own peril!
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    Hmmm

    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 .
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