Minor Change To Arms Lab

GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
<div class="IPBDescription">Let's Even it Up for the Aliens</div> We know how devastating it is for Aliens to lose a hive, right? It almost guarantees a loss for them at the 5-10 min mark. The Aliens lose all of the great lvl 2 hive upgrades and must build another hive again to get them back. Unfortunately, there will likely only be one open hive left.

Meanwhile, if the Alien team destroys the Marine arms lab, arguably the most important Marine building (other than the IP, CC) the Marines don't have to worry too much about getting them back, often in under 30 sec they are back up, costing but 20 res for the comm.

The solution? Make the cost of an arms lab cost more, increasing for every tech level researched. However, to make this effective, the Marines should be prevented from building another working arms lab somehow, as the Aliens should not have to chew down two arms labs when the Marines only have to shoot down one hive.

It's all about leveling the playing field.
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Comments

  • Chaos_XeroChaos_Xero Join Date: 2004-06-04 Member: 29112Members
    This sounds like a reasonable idea, but it is kind of a stretch to make ANY marine building cost more than 20 res. More than 30 would be insane. Perhaps the arms lab should have to restore itself? So once it is built, the marines have to wait a certain amount of time. Anyone else have thoughts?
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Chaos Xero+Jul 11 2004, 05:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chaos Xero @ Jul 11 2004, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Perhaps the arms lab should have to restore itself? So once it is built, the marines have to wait a certain amount of time. Anyone else have thoughts? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    5 seconds to 'restore' a lvl 1 upgrade
    10 seconds for lvl 2.
    15 seconds for lvl 3.
    The upgrades are restored in the order they were researched. You cannot research upgrades while restoration is in progress.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    Just take down their upgraded armory instead, thats just as bad as getting your hive killed.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    <!--QuoteBegin-gopher+Jul 11 2004, 05:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gopher @ Jul 11 2004, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just take down their upgraded armory instead, thats just as bad as getting your hive killed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This gives me an idea. What if there would be a advance arms lab. Like you can research stuff like weapons 1 armor 1 and some other thing. Then you have to upgrade the arms lab to research weapons 2-3 and armor 2-3. It would be half as long as advance armory though.
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    I always go for the armory. I didn't realize how important it was until I started to com. A FYI to all would-be alien base rushers:

    <b>The armory must be upgraded AGAIN if it is destroyed. The armslab can easily be rebuilt, and all upgrades are restored instantly.</b>
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    With a little cooperation from a Fade and/or Onos, the arms lab going down just once can be the end of the marine team, especially with Focus. Otherwise taking down the Adv. Armory(and then the proto lab) is a better way to cause long term damage like killing the hive. I think it's okay as it is now, but a small time period to restore the upgrades would be reasonable since right now the arms lab is usually a pretty trivial loss.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i like to kill the base phase when the rines have a strong push going.. forcing them to beacon and giving my team a short time to take down other pg's in the map.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    y not just make the arms lab have 2 research lvls like the armoury

    lvl 1 lvl1-lvl2 weaps lvl1-lvl2 armour

    lvl2 lvl3 weaps lvl3 amoury and wot ever else can be upgraded/researched
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    This isn't minor, it's a major change.
    The second the arm's lab goe's down, the marine's are insect's compared to alien's.
    Especially in end-game's when the arms lab is destroyed, they just drop like flies to focus.

    5-10 second wait can make a difference between holding your ground and winning.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Yes, but marines have plenty of effective methods of defending their base. Elec, turrets, mines, full-team beaconing... Marines should take the arms lab seriously. A weakness in your defense large enough for it to be destroyed shouldn't just be shrugged off in 2 seconds of powerbuilding.
  • Fluffy_KittenFluffy_Kitten Join Date: 2003-06-20 Member: 17544Members, Constellation
    But an un-upgraded armoury can still give out shotguns, which keep the marines happy and the aliens at bay for the 4 or 5 minutes it'll take to have the new armoury upgraded. Plus any HMGs and GLs already out in the field still work fine, and can be picked up by someone else if their owner is killed. AND the armoury can go anywhere, not just in one of three places on the map.
    Losing the advanced armoury is the closest thing the marines have to losing a hive, but is still nowhere near equal. (Unless you happen to kill it in the brief moment between it finishing upgrading and the protolab being built)

    Some random ideas I've had while being trounced by an overpowered marine team are :
    1/ Let aliens that're still alive when the second/third hive goes down keep their third or fourth abilitys until they die, at which point they respawn with the normal ability levels they'd have with that number of hives. (ie/ someone who went onos when aliens had 2 hives gets to keep stomp if one of the hives are lost, until the marines take him down)

    and, more relevent to this topic...

    2/ Make the commander have to re-research things at the arms lab if it's taken down.
    <b>Not at full cost or time</b>, but enough to make the death of the arms lab a significant event. (ie/ marines have lvl3 weps, and lvl2 armour when the arms lab dies... the comm has to spend say 15 res to get lvl3 weapons back, which takes a minute or so, and 10 res on lvl2 armour... those are just numbers I've pulled out of the air, it's the idea I'm presenting, not the numbers)


    As the game is now, one lucky attack on a hive by the marines instantly cripples the aliens, giving the marines an easier path to victory. Whereas if someone on aliens goes onos and charges the marine base, he can take down the obs, advanced armoury and arms lab and STILL not have crippled the marines in the same way. 30 seconds after the onos has left the base or died, the marines have replaced the arms lab and obs. 60 seconds later they can be out happily dominating the map with shotguns they got from an unupgraded armoury.

    As the aliens start to lose the game they get weaker and easier to beat, but no matter what the aliens do, the marines stay the same strength until the screen fades to black and the words "The Aliens Have Won the Game !" appear in the corner. *That* for me, is the most unbalanced part of this game, and really should be sorted.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    <!--QuoteBegin-Fluffy Kitten+Jul 11 2004, 09:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffy Kitten @ Jul 11 2004, 09:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As the aliens start to lose the game they get weaker and easier to beat, but no matter what the aliens do, the marines stay the same strength until the screen fades to black and the words "The Aliens Have Won the Game !" appear in the corner. *That* for me, is the most unbalanced part of this game, and really should be sorted. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yep...that's exactly what I was trying to eliminate with my idea. Once Marines get HA or JP, they have them for the rest fo the game, unless they can't afford to rebuild a proto lab. If that's the case then the marine team has bigger problems to worry about.

    That's part of the reason why marines have their 15 min Alamos at the end of losses and Aliens can be toast in 1 min.
  • OradOrad Join Date: 2003-09-18 Member: 20993Members
    hmm, maybe when the arms lab is destroyed, the marines have to re-research lost upgrades at about 1/2 their cost and they would take 1/2 the time needed to research. Thus the blow won't be too crippling, but it won't allow the marines to instantly be back in the game at full capacity anytime soon.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    <!--QuoteBegin-GunFodder.+Jul 12 2004, 06:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GunFodder. @ Jul 12 2004, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Once Marines get HA or JP, they have them for the rest fo the game, unless they can't afford to rebuild a proto lab. If that's the case then the marine team has bigger problems to worry about. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Incorrect. Destruction of advanced armory in the mid-late game is a huge setback, fully equivalent to the loss of one of the hives. Not only are you set back 40 res and ~3.5 minutes, if your prototyte lab is destroyed as well, it is NOT rebuildable until you have advanced armory again. And as for shotguns, owning hive2-hive3 high-tier aliens with shotgungs? Only if said aliens are real newbies, otherwise you'll stand very little chance of being able to hold your ground (nodes) before advanced armory is up again. And don't forget that advanced armory is VERY fragile - only 2400HP compared to 7000HP of the hive, coupled with the fact that hive has self-healing and respawns kharaa around itself.
    My point is that destruction of the advanced armory in the mid-late game is almost as devastating for good marine team as loss of the hive to a good alien team. Teams with low skill are nerfed more by hive loss then adv. armory loss though.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    1/2 upgrade cost and 1/2 upgrade time of the HIGHEST level researched already. But only for weapons and armor... let the com keep the catpacks. Maybe we will actually see a DEFENSE for marines if implimented. not some lame bonzi base around the TF and a few mines.
  • Fluffy_KittenFluffy_Kitten Join Date: 2003-06-20 Member: 17544Members, Constellation
    <!--QuoteBegin-Lucky_+Jul 12 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ Jul 12 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And as for shotguns, owning hive2-hive3 high-tier aliens with shotgungs? Only if said aliens are real newbies, otherwise you'll stand very little chance of being able to hold your ground (nodes) before advanced armory is up again. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I don't know what games you've been playing, but in the ones I've been playing Shotguns are bloody good from the word 'go' to endgame.
    Pretty much every comm I've played with still gives out Shotguns after we have HMGs.

    The only thing I miss when the upgraded armoury is taken down is GLs for taking down those pesky vent lerks / vent gorges, but even then your marines can have hand grenades to keep them at bay until you can chuck some more down.

    All you do when you take down an advanced armoury is buy time, but when you take down a hive you've taken a massive step towards victory.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin-Dragon_Mech+Jul 12 2004, 12:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jul 12 2004, 12:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Chaos Xero+Jul 11 2004, 05:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chaos Xero @ Jul 11 2004, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Perhaps the arms lab should have to restore itself?  So once it is built, the marines have to wait a certain amount of time.  Anyone else have thoughts? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    5 seconds to 'restore' a lvl 1 upgrade
    10 seconds for lvl 2.
    15 seconds for lvl 3.
    The upgrades are restored in the order they were researched. You cannot research upgrades while restoration is in progress. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    those seconds past incredibly fast if you just camp.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    The whole point behind destroying adv. armory is to get marines to camp. And while they do sit in their base, you take the entire map, for which, ~3.5 minutes is more then enough. Shotguns can win against early game fades and make a good close range defense weapon, but they are helpless against a mid-game onos that comes in with the stomp and some support, unless both of the said elements of kharaa offensive posess far less skill then marines, in which case it's not the tech that wins, but the skill stack.
    And everyone here knows what happens when marines lose all their nodes and are forced to camp their base during mid-late game <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> R.I.P.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited July 2004
    And if it still isn't enough, just boost the times further. Ie: Double each time, or tack on an additional 5 seconds to each time, etc.
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited July 2004
    What if the proto lab was tied to an advanced arms lab as well as the advance armory? Killing the arms lab would be effective then.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Eh advanced armory isn't as important as everyone thinks. If the commander wanted it more for proto gear than heavy weaponry, he'll have the proto up and cooking as soon as the armory is done. If he wanted some heavy weapons in the field he'll pass them out. A big group of shotgunners can pretty much do anything heavy weaponry can do, short of long range structure devastation via the grenade launcher. Losing the armory and everything that can go with it, is not the crippling factor, it's the upgrade time. If he didn't get a proto up before it died, or lost proto and armory then he's in trouble assuming his plans involved heavy weapons and proto gear. Arms lab isn't that bad to lose either provided you can get one back up asap. The worst part is aliens waiting for the perfect moment to take it from you, such as attacking a hive with light armor. Other times, people think it will end the game if they get the arms lab during other critical moments. I hate to break it to those of you that do this, but unless you have a couple of fades or an onos when they are heavy training, taking out the arms lab isn't going to do crap.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Norml E. High+Jul 12 2004, 06:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Jul 12 2004, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hate to break it to those of you that do this, but unless you have a couple of fades or an onos when they are heavy training, taking out the arms lab isn't going to do crap. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Generally a player that ISN'T a higher lifeform would be the one to take out the arms lab. a single skulk stripping LvL 3 armor/weapons is much more useful doing that then attacking the HAs with the group.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I'm saying it doesnt do crap unless you have those higher lifeforms to benefit from HA losing all their upgrades. If you have nothing but skulks to throw at them, it isn't really helping much at all.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    Well, skulks can already take down individual HAs in a group thanks to the mass confusion and marines blockingeach others fire. If you can limit the amount fo armor they have back down to 230 or so and save some bites, it helps. Plus, HMGs will take a few more shots. Every little bit helps.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    Actually, HAs without any armor upgrades would have 200 armor. But agreed that Skulks can create quite alot of pandemonium for any group of Marines, especially one with Celerity and Carapace. Never underestimate the power of any unit in the hands of a skilled palyer.
  • altairianaltairian Join Date: 2003-06-18 Member: 17459Members
    There's nothing wrong with arms labs. Marine structures are valuable and weak. Yes they can rebuild it easily enough, but if you have teamwork destroying that arms lab will have greater implications than just costing the marines the res to rebuild it. Level 0 armor makes marines die very fast. If they beacon to powerbuild the arms lab back, that's another 15 res lost and it gives the aliens some time to take back a chunk of the map.

    Losing a second hive is NOTHING like losing an arms lab. Hives take a long time to kill, and generally most or all of the marine team to kill them. An arms lab can be taken down by a ninja skulk with ease. Plus you don't lose upgrades when you lose a hive, you lose upgrades when you lose chambers. I really don't see where your comparison even came from.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    <!--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-->Losing a second hive is NOTHING like losing an arms lab. Hives take a long time to kill, and generally most or all of the marine team to kill them. An arms lab can be taken down by a ninja skulk with ease. Plus you don't lose upgrades when you lose a hive, you lose upgrades when you lose chambers. I really don't see where your comparison even came from.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Um, Leap? Umbra? Stomp? Metabolize?

    You're right; technically those aren't upgrades.

    But I'd rather have them than, say... adren or celerity.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    The armor upgrade for aliens is lost along with the hive, as well as ability to build one chamber type and one ability. That's quite a big nerf.
    But making marines have two key structures instead of one is one heck of a nerf, that will only force them to rely more heavily on defence, or even build two-three of arms labs. Not a solution, and it seems to me that in general, some people just want the solo skulk to have more effect on the entire alien team. I don't think that's quite equiatable, as, just like it was pointed out above, hive takes a huge effort to kill for entire marine team, while arms lab goes down very quickly to a single lifeform after the main defence is gone (main defence=mines/turrets on AL's side if you're a skulk, and there's very little chance of any AI-controlled entity slowing you down enough for main force to arrive if you're a fade/onos).

    Is NS a game where a soloing skulk should be able to win the entire game for his team by killing a single fragile structure? Or is that just a dream of the people that want those headshots/bites and sniper rifles in as well?
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    edited July 2004
    Well, when taking down a hive is almost always precipitated by a single marine rambo or ninja setting up a phasegate and TF outside of a hive...

    My concern is that when the aliens lose tech levels it's harder/impossible to get them back, and takes quite a while. When marines lose tech, it's 20 res and take 10 sec for the next spawn to rebuild...
  • altairianaltairian Join Date: 2003-06-18 Member: 17459Members
    Gunfodder, that's the WHOLE POINT OF THE IMPORTANCE OF HIVES. Losing a hive is supposd to be a major blow. The closest thing to losing a hive for marines I suppose would be losing advanced armory (new hive gives new weapons for aliens, AA gives new weapons for marines). AA takes 3 minutes to upgrade and 30 res, and dropping an armory costs 10 res. So really those are rather equal. Killing an arms lab is like destroying the upgrade chambers. It sucks, but you can recover from it pretty fast as long as you have the res.
    There are multiple marine structures so that a single alien can quickly knock out a small part of the marine's tech giving the aliens an advantage. You have to think about the roles each side is supposed to be taking when you think about balance... marines are supposed to be attackers and aliens defenders. If the attackers succeed in striking a major blow (killing a hive) it SHOULD make a big difference in the game. The defenders shouldn't be able to strike major blows like that with a ninja skulk destroying a single structure.
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