3.0 "final"

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  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Gecko God Of Dooom+Mar 29 2005, 02:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of Dooom @ Mar 29 2005, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-digz+Mar 23 2005, 04:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Mar 23 2005, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I disagree zephor, although maines would require more bites, or a parasite plus 2 bites, I dont feel making the vanilla marine a stronger unit will solve the problem of lack of flexability in marines.  If you need more armor, you spend the res and get more armor.  If skulks need an advantage, they drop chambers (spend res) and get that advantage. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    why not, the aliens can take an extra bullet, why not make it so marine can take an extra parasight <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is bad logic. Just because the aliens have something, doesn't mean the marines should have that thing.

    I like the idea to increase marine starting res by 20. It's a small change that will have a big impact on the marine early game, without changing any game dynamics. I also like the idea to increase the cost of gorging, reduce the cost of buildings, and decrease starting res. This makes it take longer to get the res for fades and hives, makes permagorging work better, but makes RTs and chambers come out at the same time that they do now.
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