Balance: Purpose Of Third Hive Weapons

HadakaHadaka Join Date: 2004-01-31 Member: 25826Members
<div class="IPBDescription">eg. what they *should* do</div> This is just a personal idea on how Natural Selection works - you might disagree with my assumptions and so you would disagree with the conclusions I come to, as well. But I believe to have a good point here.

<u>Third hive weapons for aliens - eg. level 4 weapons - what should they do?</u>

<b>Point 1:</b> Third hive weapons are end-game weapons.

As a general rule, if aliens can get and hold three hives, they have pretty much won the game. Ofcourse this is as much dependant on the corresponding amount of resnodes controlled as the third hive. And there are plenty of exceptions to this rule. This is also how it should be - if the aliens can control most of the map and most of the resources, they should be able to win the game.

<b>Point 2:</b> Third hive weapons are team weapons.

Getting a third hive shouldn't mean that aliens become one-man killing machines instantly. But a concentrated force of properly upgraded aliens should be able to get through just about anywhere. This accentuates the fact that if aliens have three hives, but are scattered all around the map, they will still be vulnerable, but if they have control of the whole map and are just outside the marine base, they should be strong.

<b>Point 3:</b> Third hive weapons should help the team to end the game.

When the aliens have their three hives, and most resnodes, and are outside the marine base - those weapons should help them make the last crunch in cracking the marine resistance. Ofcourse winning the game should also be possible with just two hives, for example if the marines managed to relocate to the third one, but that's a separate problem to solve. Atleast in this situation, ending the game shouldn't require overt efforts from the alien team.

So, in this light, I will make a quick review of the weapons that are currently available, their strengths and weaknesses - this is entirely subjective and just my own opinion.

<b>Xenocide (Skulk):</b> Fits the bill marvelously. Not too useful when used alone against armor upgraded marines in light armor or heavy armors, but splendid for weakening the group. A xenociding skulk can seriously hinder base defence for the marines by making significant damage and at the same time disorienting the marines with the splashes and knocks.

<b>Web (Gorge):</b> Very good as well, in my opinion. A gorge is doing a support role near the base in any case - and webbing the hallways makes sure there are no escapees from the base. A more offensive gorge can manage to do it so that it actually hinders the marines in the base as well, and makes it easier for other aliens to finish the marines off.

<b>Primal Scream (Lerk):</b> Rather good. A late game lerk is doing mostly a support role with umbra and primal scream, which again can make a big difference in the effectiveness of alien attacks. Way underused in my opinion, but perhaps there are other reasons. As it is right now though, it gets so little usage that either people need to learn to use it, or something should be done to it.

<b>Acid Rocket (Fade):</b> Not that good at all. In the times of 2.0, a fade with adrenaline, and a couple movement chambers next to him, and perhaps even a lerk primal screaming and umbraing, could manage to do massive acid rocket spam to the base. But even that was rather rare sight. So, marginally useful for it's purpose, but not quite what it should be - especially with 3.0b2 and the damage reduction.

<b>Charge (Onos):</b> I am really bad to evaluate this, since I very rarely use it myself. But what I have deduced and seen seems to indicate that it's not really good at all for pressing offense, for various reasons. And it certainly doesn't seem to be strong on the points I listed earlier. So, I will say that charge is unsuitable for the purposes I have listed here.

<u>So, what's the problem then?</u>

Right now it seems that aliens have a comparatively hard time finishing the marines off in their base, even when controlling all the other resnodes on the map. Atleast much harder than it is for marines to do the same. Lately I've seen way too many games where marines have base-camped with one resnode for an extended period of time and then managed to break out with HAs and turn the tide again - just because aliens seemed unable to actually finish the game. Same thing happened in 2.0 at times, where a good marine team granadespamming and keeping the neighbourhood sieged could hold the base almost indefinitely. Ofcourse this is largely due to aliens not pressing their offense when they have the chance, but slacking off when the game looks clear already - but it seems unreasonable to expect prime performance at the end of the game from aliens, but not marines.

<u>What should be done? How to fix it?</u>

Well, I'm not hundred percent sure that there is anything to really fix here. The games aren't that imbalanced or anything. But I do think some of the third hive weapons don't really fit in there, and something should be done about them - and fixing them should not really affect balance much, since in most cases the result should already be clear at that point. So it's pretty much up to the devs to decide if there's anything worthwhile here.

But I think this thread is a good place to post your own ideas about what should be done. The changes should be such though that they can still be implemented within the time schedule of 3.0 - so entirely new weapons and graphics are probably not feasible.

The key point in the changes would be to allow aliens either to keep everybody dead in the marine base, or destroy structures more effectively. Right now the only good structure destroyer is an offensive gorge - and there's precious few of those that manage to survive in a marine base. Everybody else has to stay put to get the damage in and no alien yet is tough enough to survive concentrated fire like that. So, I'd also lean on the structure destroying side more.

One idea would be to up the damage to structures done by xenocides, but that would make skulks even more important than what they are right now, and I am not sure if that's a good thing. Personally, I'd like to see fade and onos get some changes to their weapons. I am not entirely sure what those changes should be though.

Again, thanks for listening.
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Comments

  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    primal scream is great, I think the reason it is underused is the short duration, there are not many people who actually take on a pure support role, everybody wants frangs.


    One of the reasons charge isn't good is the difficulty of actually hitting anything. By the end of the game the lag is always up, if you get 8 marines in 1 room spamming bullets that can add even more lag. It is next to impossible to actually stay connected with any target while you are charging, you slip around or through and do like 7 damage. In 2.0 charge was great for drive-by-devouring at ultra high speeds to avoid hmg rapage, but with the reduced range of devour in 3.0 that doesnt work as well anymore.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Make acid rocket do 60 damage instead of 25. 25 is just pap.

    Make Onos charge move buildings out the way. I mean, pathetic tripod turret Vs HUGE charging Onos? Should insta-gib buildings like in 1.04 or move them asside and get to the peskyshotgunner cowering behind it.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Good points, clearly there is something wrong if an end game HA train can take out three hives in five or ten minutes while end game aliens with every RT on the map can throw themselves against MS for half an hour without putting a dent in it.

    Upping xeno damage might not be a bad idea. It won't kill an a3 marine at close range. It should. I'd like to see acid rockets go back to the real bile bombs of ye olde days. Those were base busters.

    Extend the duration of primal scream, not a bad idea. At the moment it only speeds up attack, correct? Make it regen nearby aliens as well. Make it fill energy bars. Make it worth the third hive!

    Quit nerfing the number of webs. It's a 4th hive ability. Limit it to a certain number per area, not a total per map. One newbie can decide to web the hive on the other side of the map and ruin it for everyone else.

    And charge... I don't know if charge CAN be fixed. Unless it starts intagibbing everything in its path, it's just not worthy of the BEST ability on the STRONGEST alien. Not by a long shot, not at all. It's insulting, really!
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    An idea for charge:

    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> When charging a Marine, it should do a certain amount of damage and toss the Marine in a random direction up and away from the Onos. The damage would be similar to a gore, it would be fixed and not determined by how long you touch them. This would make charge ACTUALLY LIKE CHARGE. Imagine plowing through a hallway filled with HA, knocking them around like bowling pins. I like it!

    When charging a structure, the structure should either take massive damage and blow up (like a turret) or if it's a larger structure (basically everything except the Obs and turrets) the Onos should do massive damage and bounce off it. This way the Onos could plow through a base like a pinball, bouncing off structures and sending defending Marines flying.

    An idea for acid rocket:
    <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> Either make it like a bazooka, with a slower firing rate (maybe 1/sec or so) and higher damage (like 75 with a wide splash range) or a rapid fire low damage weapon like it currently is, except tweaked. Perhaps make the acid do corrosive damage (so that it would "stick" and continue doing slight damage to the target every second for a few seconds). Either way, it needs to be more useful.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I love that idea for charge and have wanted it for a long time. It's totally realistic, and shouldn't be that difficult to add in because xeno already does the same thing. That way charge is worth three hives without being instant death. An onos could charge in and knock around 5 marines, disorienting them, then xeno skulks or swiping fades could come in and finish the job.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Acid rocket should be back at the old damage, with the new energy cost. Beta 2's change was a nerf, plain and simple. Sure you can spam it basically forever with Adren, but it does less damage in the same period of time as before. The Fade has to stand out in the open for some time to kill anything with the new acid rocket and it can't afford to do that by the time hive 3 comes around. Yesterday I was trying to take down a single turret with acid rocket and a single marine crouching behind it with a welder basically nullified all the damage.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Third hive may need strengthening, perhaps, but because of the amount of map control it entails it should never become more than an accessory. If the aliens are having trouble ending games or defeating advanced technology, then their second or first hive abilities should be improved at this purpose. Third hive should never be necessary for anything, as it is far too easy for the marines to deny it.

    In regard to the acid rocket, I am of the opinion that it should have high damage, a high energy cost, and a low rate of fire, rather than what it has now, which is the opposite. This change would mean that a Fade would no longer have to concentrate on acid-spamming, and could instead use the acid rocket in conjunction with other abilities.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    3rd hive abilities should be overpowered, and xenocide/webs fit the bill, but the ones that do not are:


    - Primal Scream, way too short of a duration, make it like 5 seconds please

    - Acid Rocket, make it fire as fast as it did in 2.01 but make it deal 60 damage instead of 50, and it will be a true force to reckon with

    - Charge, way too weak, make it deal 1000 damage a second and it will be good again
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    amazingly, i am finding myself in agreement with forlorn again, (i think he's taking his medication again!)

    acid rocket needs to be tweaked into a bazooka like weapon, firing a large 'sack' of acid that explodes in a wide area, not as big as bile bomb, and still a projectile. coating the marines in 'acid' instead of 'green kool-aid' <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> and charge? lets see..... right now it does about as much damage as a kitten rubbing againts your leg. i beleive everyones fantasy involves turrets flying through the air and marines screaming as they fall to the ground after the onos knocks 'em over like bowling pins.


    an official request to Flayra and the Dev team.

    *** Please, for the love of gorges! empower higher-hive lifeforms! ***


    <i>im going to make that my new signature i think.</i>
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    But here's the problem that we keep coming back to.

    Though I entirely agree that 3rd hive weapons should be game-endlngly powerful, as long as Classic and Combat use the same variables, it can't be done. Why? Because in Combat, 3rd hive abilities can be grabbed much sooner than in a Classic game, and if they're made stronger it would lead to imbalance in Combat. Thus why 3rd hive abilities keep getting nerfed; the maximum amount of webs in an area was decreased, web can now be welded off, acid rocket is a sad shadow of it's 1.04 glory and charge? Seriously does anyone use this except for getting from point A to point B a little faster?

    Don't expect 3rd hive weapons to be buffed as long as Classic and Combat use the same ruleset.
  • TacOneTacOne Join Date: 2002-11-05 Member: 7070Members
    Maybe this can be the driving factor to try to bypass the HL engine's 32 weapon limit so we can have different weapons (and thus: different balancing) in Classic and combat.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Ryo-Ohki+Feb 9 2004, 03:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 9 2004, 03:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But here's the problem that we keep coming back to.

    Though I entirely agree that 3rd hive weapons should be game-endlngly powerful, as long as Classic and Combat use the same variables, it can't be done. Why? Because in Combat, 3rd hive abilities can be grabbed much sooner than in a Classic game, and if they're made stronger it would lead to imbalance in Combat. Thus why 3rd hive abilities keep getting nerfed; the maximum amount of webs in an area was decreased, web can now be welded off, acid rocket is a sad shadow of it's 1.04 glory and charge? Seriously does anyone use this except for getting from point A to point B a little faster?

    Don't expect 3rd hive weapons to be buffed as long as Classic and Combat use the same ruleset. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No not really Ryo.

    To get the 4th level ability as a lerk in combat, you need what... to be lv. 5. Fade you gotta be lv. 6, and onos lv. 8, which is just absurd in actuality by how many level ups it takes.


    Although xenocide comes at lv. 3, which is very fast, it involves killing yourself, which is a huge penalty so I don't see a problem with xenocide as it is right now.

    Not to mention that if 3rd hive abilities were made good again, then we'd also probably see a lot less stalemates.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No not really Ryo.

    To get the 4th level ability as a lerk in combat, you need what... to be lv. 5. Fade you gotta be lv. 6, and onos lv. 8, which is just absurd in actuality by how many level ups it takes.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Lvl 4 - 6 is mid-game; 3rd hive in Classic is end-game. Granted it takes a while for to get charge, so it really should be buffed, but we're running into the same problem, which is:

    If you make the 3rd hive weapons in Classic game-enders, they'll dominate Combat too hard. Say you give Acid Rocket it's old 1.04 stats; as soon as a lvl 5 Fade showed up in Classic it's virtually GG. Buff web, and every 3rd level gorge will render entire sections of the map death-traps. Note that this is good for Classic, but bad for Combat, where two lvl 10 players are supposed to be roughly equal, and indeed if both sides are of equal levels the balance is supposed to be maintained.

    That's the problem with putting abilities that are supposed to be inherintly unbalanced into a game-mode that's supposed to maintain constant balance; it doesn't work. 3rd hive aliens nowdays are feared because they have 3 spawn points and 3 chambers. The only decent 3rd hive ability is xeno, though as any poor skulk can discover, even it lacks in killing power when directed against bunkered-in marines.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    edited February 2004
    Who really cares if combat is balanced anyway? Balance classic and combat is just there for fun while the server fills up.

    You can easilly say... make it so you need 2 upgrades to get weapon 2 and 3 upgrades to get weapon 3 like in classic. That would mean that 3rd hive weapons wouldn't be any more unbalanced than a grenade launcher in combat.

    FIX CLASSIC FLAYARA - COMBAT CAN LOOK AFTER ITSELF. (just change costs / prequiests accordingly)

    (edit)
    And web max limits? this is absurd! just make webs decay over time and you have no problem. Its not like welders and GLs can't remove all the webs with ease anyway. Web should ALWAYS work when you use it, if it removes the first web placed or not doesn't matter but blocking anynew webs is just silly and retarted and ruins the feel of thegame. Your a gorge with level 4 weapons, but youcan't useit as another gorge webbed up a hiveacross the map while you are facing an HA marine with a HMG?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Ryo-Ohki+Feb 9 2004, 07:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 9 2004, 07:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No not really Ryo.

    To get the 4th level ability as a lerk in combat, you need what... to be lv. 5. Fade you gotta be lv. 6, and onos lv. 8, which is just absurd in actuality by how many level ups it takes.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Lvl 4 - 6 is mid-game; 3rd hive in Classic is end-game. Granted it takes a while for to get charge, so it really should be buffed, but we're running into the same problem, which is:

    If you make the 3rd hive weapons in Classic game-enders, they'll dominate Combat too hard. Say you give Acid Rocket it's old 1.04 stats; as soon as a lvl 5 Fade showed up in Classic it's virtually GG. Buff web, and every 3rd level gorge will render entire sections of the map death-traps. Note that this is good for Classic, but bad for Combat, where two lvl 10 players are supposed to be roughly equal, and indeed if both sides are of equal levels the balance is supposed to be maintained.

    That's the problem with putting abilities that are supposed to be inherintly unbalanced into a game-mode that's supposed to maintain constant balance; it doesn't work. 3rd hive aliens nowdays are feared because they have 3 spawn points and 3 chambers. The only decent 3rd hive ability is xeno, though as any poor skulk can discover, even it lacks in killing power when directed against bunkered-in marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wrong again -

    Going for abilties at lv. 4 - 7 is mid game, yes, but to do this you forgo other upgrades, such as **regen**, **adren**, **celerity**, etc. etc.


    So you are actually very weak if you just rush the 3rd hive abilities.


    I'd say Flayra has made a nice dynamic in this aspect, and it's safe for him to make 3rd hive abilities stronger without the fear of overpowering aliens in combat.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Yet you fail to answer how making 3rd hive abilities game-ending in Classic won't make them overpowered in Combat. An AR that does 80 damage or allowing 64 webs in an area or giving Charge 700 damage will be unbalancing in both Classic and Combat, but whereas in Classic the GOAL is imbalance at the 3rd hive, in Combat you're trying to prevent that imbalance.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Ryo-Ohki+Feb 9 2004, 08:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 9 2004, 08:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yet you fail to answer how making 3rd hive abilities game-ending in Classic won't make them overpowered in Combat. An AR that does 80 damage or allowing 64 webs in an area or giving Charge 700 damage will be unbalancing in both Classic and Combat, but whereas in Classic the GOAL is imbalance at the 3rd hive, in Combat you're trying to prevent that imbalance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I didn't fail to adress anything.


    #1. In classic, the goal is not to make 3 hives an auto GG for the aliens. It's to give them extreamlly powerful abilities, but not to make it frustratingly impossible for marines to deal with.

    #2. In combat, the goal is not to make the 3 hive abilities an auto GG for the aliens. However, 3 hive abilites should be powerful nonetheless, to the point where it could be exceedingly difficult to combat back as marines. However, this is countered by the fact that when you take more hive abilities you trading it off for more upgrades, such as silence, regen (a biggy), celerity (a biggy), adren (usually a biggy), focus (usually a biggy), carapace, etc. etc.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Ryo, an onos who rushes to Charge in combat has no upgrades <i>at all</i> until Level 9. And when he caps out he will have 2 upgrades total. A fade has to go till level 7 without upgrades and will only have 4 at level 10. Hive 3 abilities already come with a hefty tradeoff in Classic, and it's not worth it for either the Fade or the Onos. Acid Rockets are extremely weak now and are less useful in general because of combat's small rooms, and when was the last time you saw an Onos in combat take charge? Right now that's just asking to be gimped, but if hive 3 were game ending abilities then it would be a viable tradeoff for losing those upgrades.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    If 3rd hive abilities were endgame weapons (once aliens get 3rd hive, marines lose 99% time), what's the point of even implementing these abilities, if aliens are going to win anyway? It's just a waste of potential gameplay. 3rd hive abilities are supposed to give the aliens an advantage that only a smart and skillful marine team could have a chance of winning against.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin-Ryo-Ohki+Feb 9 2004, 08:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 9 2004, 08:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yet you fail to answer how making 3rd hive abilities game-ending in Classic won't make them overpowered in Combat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    End-game in classic invariably involves destroying lots of structures (usually sentry turrets).

    There are no large structure clusters in Combat.

    Solution: Add additional anti-structure capabilities to acid rocket and charge.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Now theres an interesting idea...give AR and Charge blast damage. I would still like to see their base damage raised slightly, as I suspect that even a 2x damage Charge would be pathetic against buildings at the moment, but this would go a long way towards making them useful in Classic without overpowering in Combat, as well as offering the Combat aliens a bit more of the Com Chair destroying power they really need as mirror to the JP/GL, who does 1100 damage per clip to the Hive almost without fail.

    I am starting to see a contrast between the Marine ability, when they are ahead in Combat, to rush into a Hive room and completely ignore the Aliens to shoot at the Hive vs the Alien need to slaughter all Marines at Marine start before beginning to munch on the CC. This might help address that a bit.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Not to agree with Forlorn here ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ), but Hive three isn't really end game, it may signal the beginning of the end game (or the end of the middle game) but that really depends on how upgraded the marines are. Marines with a good level of upgrades can fend off hive three aliens. At least for me, the "end game" really begins when the losing side is basically blocked into one location with little to no hope of escaping. I do agree that Charge needs some serious beefing up (and while we are at it Leap needs help too), primal should last a bit longer, and Acid Rocket needs some help; however, AR should not return to it's 1.04 levels. Fades should not be solely assid spammarz!
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    forget about combat. Make NS balanced and fun and THEN worry about combat.
  • Lee_HarveyLee_Harvey Join Date: 2002-12-23 Member: 11448Members
    Forlorn basically covered what I wanted to say.

    IF in Combat a Fade gets a beefed up acid rocket as soon as possible, he'll be extraordinarily easy to kill, especially considering that by level 6 I generally have at least level 2 shotty.

    And level 8? I usually have HA/JP and a level 2 shotty by then. I'll take on an onos with no upgrades any day of the week.

    As it stands, in Combat I <i>NEVER, EVER</i> get my third hive ability. If I have to choose between another upgrade and Primal Scream as my Lerk, I will invariably get another upgrade. Make Primal Scream decent, and I might seriously consider it.
  • Malakai1Malakai1 Join Date: 2003-09-14 Member: 20845Members
    Well to be honest, I don't care about Combat in the least. It's a fun diversion, but NS: Classic is the game we all love.


    I beg Flayra to make the alien end game a force to be reckoned with again, and make combat have separate rules since it is effecting NS: Classic so much in such a negative way.

    I love these idea's:

    1) Onos charge doing more dmg and knocking marines out of the way (HA or LA), and having the Onos bounce of large structures while doing mass dmg. As it is a group of LA will make a big circle around you when you rush their base (if they are smart) and pump you full of LMG bullets. By the time you gore/devour one and manage to get out of this circle orgy, you are dead.

    2) Longer primal scream is a great idea. Double it's effect timer from what it is now is fine with me.

    3) Only make it a certain amount of webs in a 20ft area or something, not the whole map. You can only web up one hive now, and the rest of the map is screwed. Marines should have a hard time moving around with 3 hives and good gorges.

    4) AR, make it fire like 3.0b1, but make it do 60dmg per direct hit and it's old splash damage. It takes almost 10 minutes of constant fire to bring down A MARINE RES TOWER!!!
  • BeRzErKeRBeRzErKeR Join Date: 2003-02-18 Member: 13691Members
    Can someone tell me/link me to some post explaining why Classic and Combat need to use the same ruleset?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-BeRzErKeR+Feb 9 2004, 02:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BeRzErKeR @ Feb 9 2004, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can someone tell me/link me to some post explaining why Classic and Combat need to use the same ruleset? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There is no post to it, but I've talked to Flay in person and he wishes that the game remains relatively unchanged to make it more intuitive. No, I do not talk with Flay often, I've seen the man twice maybe on some servers but I managed to ask him the same question when I could.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Combat only serves 2 purposes:

    1- letting newbs practise how to be a fade / use a GL so they don't waste them in NS

    2 - lettings servers build up players as NS is rubbish with less than 8.

    It gets repetative and boring really quickly, please don't spoil NS in favour of its training mode's balance!
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    There does seem to be a common theme among us at least.
    AR needs a boost in damage and be able to do more structure damage.
    Charge needs to be more effective, and more structure damage.
    Primal Scream needs to last longer.
    Web/Xeno are fine.
    The point is there, its that structures need to die a little easier under 3rd hive conditions. Again, its not GG with 3rd hive, but it is the end of the middle.

    A 3/3 marine team with upgrades should be <b>EQUAL</b> to a 3rd hive alien team with equal res. A 2/2 Should be a little below.

    A 2/2 Should be slightly above 2 hives, a 1/1 should be slight below. Mixing the levels there should prove equal to 2nd hive maybe.


    Make those nice little general concensus improvements and boom...good times with alien endgame.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    edited February 2004
    Actually, web isn't fine. It's good except you're limited to 30 total per entire map and they never go away until a marine runs into them.

    EDIT: Note that the 10 per area limit is probably OK -- it's the 30 per entire map that is extremely low.
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