That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
speaking of which, why not fix the structure hitboxes as suggested by Saltz, and then ignored, for quite some time, only to be picked up on after much haggling.
Personally I think hand nades should be upgraded. Currently its probally the worst upgrade available to marines. They should do double damage vs structures like normal nades. That would allow a team of marines to help fight those wall of oc's seen. With just one per spawn they just do anything. Upgrading nade damage would lead it to instant killing skulks.
Also when we die with nade in hand can it drop and explode? Or is this only possible in source. This would allow marines to clear pgs.
Also how about sieges hurting aliens again. This allowed sieges to do way more at a hive. At this point its more effecient to shotgun rush then it is to siege as you kill faster with shotgunners then siege. Its also very hard to hold a spot vs constant alien rush.
<!--QuoteBegin-ssslippy+Apr 16 2005, 10:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssslippy @ Apr 16 2005, 10:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also how about sieges hurting aliens again. This allowed sieges to do way more at a hive. At this point its more effecient to shotgun rush then it is to siege as you kill faster with shotgunners then siege. Its also very hard to hold a spot vs constant alien rush. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Siege damage made it impossible for the aliens to defend a sieged hive. Increase the siege damage, but don't make it hurt aliens.
I agree with nada in that something needs to be done about sensories in the begining of the game. 1 sc cloaking seems ridiculous to me. Is the only disadvantage for cloaking when it comes to the number of scs the time it takes to cloak? If so that needs to be changed. And the number of scs should really effect the % of the cloak (at a stand still as well as moving). Nobody likes to get killed by something they can't see so why should that be so easy to accomplish so early in the game with so little res cost.
Marines also really need a midgame buff. I'd like to see the marines spawn with welders when they have an advanced armory or maybe some other advantages from the advanced armory other than just getting a couple new weapons and proto option. Having shots reg would also be nice, but I imagine that it isn't as bad as most people think.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Make grenades more useful and double power instead of a "fun" end game tactic when their losing and kamikazing aliens. Also i really like the idea of spawning with welders when adv. armory is upgraded.
I like the catpack idea also, i like everything :-/. THey would have to test all this of course.
I'm a member of the "Make welders an upgrade" school of thought. One time cost of 30 or 40 res from the armory, and all marines spawn with welders. Also, reducing alien starting res would help tremendously. As it is now, marines can kill fade after fade, and the aliens still have enough res for chambers, RT's and a second/third hive. And then there's early lerks..... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-Church+Apr 17 2005, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 17 2005, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Simple: Increase SC cost to 15 res, make level 1 and 2 cloak hide the alien less than 100% (perhaps 80 at level 1 and 90% at level 2) and then increase SC build time to 90 seconds. Cloaking would be more like Silence now, with level 3 actually being better than than 1 and 2.
This means that level 3 cloaking will likely not show up until 2 minutes into he game even if 3 people gorge immediately. It should be enough tiem to get an Obs up and start scanning. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So you guys are suggesting a revert to how the sensory chambers used to work in previous builds?
The sens chamber used to only cloak you a max percentage depending on how many chambers where up.
<!--QuoteBegin-digz+Apr 17 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Apr 17 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Church+Apr 17 2005, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 17 2005, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Simple: Increase SC cost to 15 res, make level 1 and 2 cloak hide the alien less than 100% (perhaps 80 at level 1 and 90% at level 2) and then increase SC build time to 90 seconds. Cloaking would be more like Silence now, with level 3 actually being better than than 1 and 2.
This means that level 3 cloaking will likely not show up until 2 minutes into he game even if 3 people gorge immediately. It should be enough tiem to get an Obs up and start scanning. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So you guys are suggesting a revert to how the sensory chambers used to work in previous builds?
The sens chamber used to only cloak you a max percentage depending on how many chambers where up.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well they don't have to go back to the exact way they worked in previous builds but they do need a nerf. Maybe remove the ability to run w/o uncloaking(by that I mean a 100% decloak and a full time to wait until recloaking) until 2 or 3 chambers. There needs to be a noticable difference while cloaking with 1, 2, or 3 scs. All other alien upgrades suffer pretty significantly if they don't have all 3 chambers.
Change cloaking back to the way it was before where walking was required to remain invisible. The cloaking buff that was implemented in this version gives aliens a very big advantage and imbalances the game imo, since anyone, regardless of skill, could just run in a straight line towards a really skilled marine, without being seen, and bite him to death. It defeats the entire purpose of ambushing and takes the skill out of being skulk.
On ns maps, well placed sensory chambers gives aliens a very big edge as they have "mt" when the marines get close as well as invisibility and, in most cases, focus, making map traversal difficult.
On co, aliens can drop out of vents, without uncloaking, and run, again, without uncloaking, into a pack of marines and slaughter them single-handedly.
Why not go back to something that worked (beta5), rather than making changes no one knows where it will take the game?
Work from beta5 again, 3.0 is just a flawed attempt. Upgrades can't be free in clanplay (cost is the sole reason D chambers went from choice #1 to choice #3), and sensory chambers are too damn good with SoF stacked on it.
I like how people hate the term "nerf"; as one developer from another game put it:
"Trying to balance a game without nerfs is like trying to make your way across town with only left turns."
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Well, b5 wasn't completely balanced either, but I don't think aliens were sluahgtered as badly in b5 as marines are getting slaughtered in final.
I really don't want to having to pay 2 res per upgrade tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
But you know why don't we make alien upgrading more like marine upgrading?
First, separate upgrade chambers from their area effects. Chambers will only provide upgrades, and there are now 3 separate chambers that provide benefits in the field.
Then, make each successive upgrade chamber cost more and take longer to build, like how marine upgrades cost more the higher you go. For example, when you have 0 DCs, and you want to build one, it costs 10 res, and the standard build time. the aliens then want a second chamber. The second chamber costs 20 res, and takes double the time to build. The third costs 30 res, and quadruple the time of the first one to build. This is akin to marine AL upgrades for example (a1 is 30 secs a2 60 secs and a3 120 secs right?) and it will allow the aliens to benefit from the upgrades for free like marines do, but they aren't cheap and FAST as all hell to obtain like they are now.
Additional chambers (for backup purposes, for example) after the third chamber will cost the same as the third chamber. The numbers have to be tested of course but this will really help marine early game, and it will make taking down chambers mean more than it does now.
I'd really like to see level 3 upgrades available for aliens a bit after the second hive starts and adjust to costs/build times to fit that (around 5 minute mark?)
<!--QuoteBegin-NGE+Apr 17 2005, 11:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Apr 17 2005, 11:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not go back to something that worked (beta5), rather than making changes no one knows where it will take the game?
Work from beta5 again, 3.0 is just a flawed attempt. Upgrades can't be free in clanplay (cost is the sole reason D chambers went from choice #1 to choice #3), and sensory chambers are too damn good with SoF stacked on it.
I like how people hate the term "nerf"; as one developer from another game put it:
"Trying to balance a game without nerfs is like trying to make your way across town with only left turns." <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I disagree.
The changes between b5 and 3.0 final were good for gameplay, but requires balancing. Reverting gameplay enhancing changes just to make balancing easier isnt the way to go imo.
The development should be in the direction of 1) Gameplay change 2) Balance while playtesting 3) Post release balancing
Just because step 2) didnt work this time doesnt mean we should remove the new features, all it means is that more work will have to be put into 3).
When we're on the subject of nerfs vs buffs: free upgrades, innate regen and a better SC werent just "buffs" for the khaara. They were needed gameplay changes to make the game better as a whole. "Nerfing" this to create balance would be to take a step back development wise.
Finally, who needs right turns, straight forward would be the easiest way across town?!
[Edit] Note that I still dont like the cloaking upgrade, I still want to remove it. But this is an issue totally separate from the one of balance changes vs gameplay changes.
Make it so you always cloak in 2 seconds and have it so to remained cloaked at one chamber you have to be not moving, 2 chambers is walking speed, and 3 chambers is like it is now.
GrendelAll that is fear...Join Date: 2002-07-19Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
edited April 2005
So much I&S.
Was it not possible for you guys to discuss the philosophical reasons why you would buff/nerf one side or the other, rather than how much you all wanted skorpions with lazorz?
I still think Dcs got screwed because the other 2 chambers are totally powerful now....
I agree with homi though. Free upgrades made the aliens much more dynamic of a race. just do the same for marines. Give them some stronger upgrades and allow them to go different directions. Add the 5 armor giving them access to the MT rush or just not getting armor upgrades.
I like churchs welder and armor idea suggestions 1 or both i think would really balance the marines. <s>On a diff<span style='color:yellow'>e</span>rent note can we make silence useful after mt is researched?</s> <span style='color:yellow'>Motion tracking is a hard <i>counter</i> for MT. Regardles, silence is still useful. You can wait by resource nodes and wait for marines to build, you can wait for a diversion. Ungentlemanly Ignorance. First warning. </span>
<!--QuoteBegin-digz+Apr 15 2005, 12:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Apr 15 2005, 12:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wouldnt "buff" the marines per say, but I would undo some of the constraints that have been put on them.
They have fewer options because they are constrained to an upgrade path determined by cost & time. I would lower research time for marine abilities that include: Grenades (also grenade timing for throwing) & electricity. I would make catpacks a researchable upgrade, then drop them for 1 res each (this can be comparable to primal scream). I think the added benefits of the abilities that the marines have, but never use, will allow them that balanced edge in the game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Making cat packs 1 res would slaughter any alien tech that they throw at the marines. Catpacks are a researchable upgrade already.
The difference between catpacks and primal scream is that primal scream is only obtainable when the game usually almost over. Catpacks can be researched without any other prerequisites other than the Arms Lab.
Grenades since they are irreplacable once used, will have little effect on gameplay even if you can prime them and throw them faster. Lowering electricity costs? That would lead to a lot of turtling, which leads to more boring games.
Electricity also tends to favor hive lockdowns, and inadequate teching to counter the usually inevitiable second hive tech that is thrown at the marines.
If the static defense fails, then the marines fail. Why not make more boosts to the actual marines who do the shooting than things only the commander can control?
An example of this could allowing an armslab upgrade to boost magazine size. Boosting magazine size simply gives the marines more tools to fight the aliens, without neccesarily killing them. Its up to the player to do the work, not the game. Where as electricity is a cop-out defense, a sort of tech and forget strategy.
Your points are irrational, and clearly come from a non-competitive perspective.
Why post it in here? And No, being the moderator does not justify lack of experience.
<span style='color:yellow'>Who asked you to share your perception of other people's flaws John? Bite your tongue or go away. Ungentlemanly conduct. First warning.</span>
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Well, grenade are worthless right NOW though, don't you agree? So it's either buff them...or get rid of them. Again I'd look to Halo for grenade improvement ideas. Instantaneous throw (no priming time required) with ROF of 2 per 3 seconds, marines start with 4 of them, and can be resupplied via ammo pack (all 4 grenades resupplied with one ammo pack), and then add in a slight damage/radius boost (one grenade enough to kill a gorge or lerk with say...level2 weapons researched or something) and I would definitely research it.
Electircity was original designed to protect the TF due to it being so easy to create a blindspot right? And arguably, it was designed so marines can hold RTs easier when aliens have only one hive (yeah, like THAT really worked). Why not change electricity so it won't really help lockdowns *that* much? Reduce the radius so an alien will only get damaged if it is close enough to hurt it. That way, TFs can still protect themselves, but can no longer protect the PG next to it as well. Oh yeah, and reduce its cost to 10, since it is now less useful, but still serves its original purposes. For 10 res a piece, I would consider electrifying some of the farther nodes from MS. For 30 res, hell no.
Catalyst packs for 1 res would be too cheap, I'll have to agree with Firewater. However, I still think 3 res is too much. I say keep the cost, but let a marine who picks one up activate it at the touch of a button instead of activating instantly.
I really like the idea to have the ability to upgrade to a bigger clip size. *imagines an HMG with 250 bullets*
Trying to be on topic here I think its too early to tell how well balanced the game is competitively. We've really only had 1 match in CAL-NS played on 3.0.2 which was on ns_eon_v8 (excellent map, hopefully 3.1 comes out soon with it included instead of the current version props to Olmy for his work). Once people have had a decent amount of time to scrim & play matches on 3.0.2 then it would be worth asking this question as right now a lot of people are still looking at (and playing) the game like it is 3.0 beta 5 with a few changes instead of adapting to 3.0.2 final.
I agree with Hsu that DCs got screwed over in 3.0. They really need an extra useful ability to make them as viable as Movement or Sensory chambers are now. Don't 'nerf' either team, 'buff' the one viewed as weaker.
Grendel there is much I&S in threads like these because most of us would never bother venturing into the cesspit that is I&S and the question you're asking is going to provoke peoples thought processes on how to address the current balance as they see it so the natural progression is to post these thoughts.
Comments
Also when we die with nade in hand can it drop and explode? Or is this only possible in source. This would allow marines to clear pgs.
Also how about sieges hurting aliens again. This allowed sieges to do way more at a hive. At this point its more effecient to shotgun rush then it is to siege as you kill faster with shotgunners then siege. Its also very hard to hold a spot vs constant alien rush.
Siege damage made it impossible for the aliens to defend a sieged hive. Increase the siege damage, but don't make it hurt aliens.
Maybe make sieges do a percentage of damage to lifeforms health (eg 25%) instead of a constant (165 dmg)?
Marines also really need a midgame buff. I'd like to see the marines spawn with welders when they have an advanced armory or maybe some other advantages from the advanced armory other than just getting a couple new weapons and proto option. Having shots reg would also be nice, but I imagine that it isn't as bad as most people think.
NS! And I don't mean Natural Selection! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
I like the catpack idea also, i like everything :-/. THey would have to test all this of course.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
I hate fades, if you couldn't tell.
the second round was ridiculous, 1 early sc and all skulks got cloak, marines were slaughterd
early/one-sc should be toned down, or marines need an early counter to it
incorrect
This means that level 3 cloaking will likely not show up until 2 minutes into he game even if 3 people gorge immediately. It should be enough tiem to get an Obs up and start scanning. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So you guys are suggesting a revert to how the sensory chambers used to work in previous builds?
The sens chamber used to only cloak you a max percentage depending on how many chambers where up.
This means that level 3 cloaking will likely not show up until 2 minutes into he game even if 3 people gorge immediately. It should be enough tiem to get an Obs up and start scanning. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So you guys are suggesting a revert to how the sensory chambers used to work in previous builds?
The sens chamber used to only cloak you a max percentage depending on how many chambers where up.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well they don't have to go back to the exact way they worked in previous builds but they do need a nerf. Maybe remove the ability to run w/o uncloaking(by that I mean a 100% decloak and a full time to wait until recloaking) until 2 or 3 chambers. There needs to be a noticable difference while cloaking with 1, 2, or 3 scs. All other alien upgrades suffer pretty significantly if they don't have all 3 chambers.
Change cloaking back to the way it was before where walking was required to remain invisible. The cloaking buff that was implemented in this version gives aliens a very big advantage and imbalances the game imo, since anyone, regardless of skill, could just run in a straight line towards a really skilled marine, without being seen, and bite him to death. It defeats the entire purpose of ambushing and takes the skill out of being skulk.
On ns maps, well placed sensory chambers gives aliens a very big edge as they have "mt" when the marines get close as well as invisibility and, in most cases, focus, making map traversal difficult.
On co, aliens can drop out of vents, without uncloaking, and run, again, without uncloaking, into a pack of marines and slaughter them single-handedly.
It's ridiculous gettiing slaughtered by noobs =(
Work from beta5 again, 3.0 is just a flawed attempt. Upgrades can't be free in clanplay (cost is the sole reason D chambers went from choice #1 to choice #3), and sensory chambers are too damn good with SoF stacked on it.
I like how people hate the term "nerf"; as one developer from another game put it:
"Trying to balance a game without nerfs is like trying to make your way across town with only left turns."
I really don't want to having to pay 2 res per upgrade tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
But you know why don't we make alien upgrading more like marine upgrading?
First, separate upgrade chambers from their area effects. Chambers will only provide upgrades, and there are now 3 separate chambers that provide benefits in the field.
Then, make each successive upgrade chamber cost more and take longer to build, like how marine upgrades cost more the higher you go. For example, when you have 0 DCs, and you want to build one, it costs 10 res, and the standard build time. the aliens then want a second chamber. The second chamber costs 20 res, and takes double the time to build. The third costs 30 res, and quadruple the time of the first one to build. This is akin to marine AL upgrades for example (a1 is 30 secs a2 60 secs and a3 120 secs right?) and it will allow the aliens to benefit from the upgrades for free like marines do, but they aren't cheap and FAST as all hell to obtain like they are now.
Additional chambers (for backup purposes, for example) after the third chamber will cost the same as the third chamber. The numbers have to be tested of course but this will really help marine early game, and it will make taking down chambers mean more than it does now.
I'd really like to see level 3 upgrades available for aliens a bit after the second hive starts and adjust to costs/build times to fit that (around 5 minute mark?)
Work from beta5 again, 3.0 is just a flawed attempt. Upgrades can't be free in clanplay (cost is the sole reason D chambers went from choice #1 to choice #3), and sensory chambers are too damn good with SoF stacked on it.
I like how people hate the term "nerf"; as one developer from another game put it:
"Trying to balance a game without nerfs is like trying to make your way across town with only left turns." <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I disagree.
The changes between b5 and 3.0 final were good for gameplay, but requires balancing. Reverting gameplay enhancing changes just to make balancing easier isnt the way to go imo.
The development should be in the direction of
1) Gameplay change
2) Balance while playtesting
3) Post release balancing
Just because step 2) didnt work this time doesnt mean we should remove the new features, all it means is that more work will have to be put into 3).
When we're on the subject of nerfs vs buffs: free upgrades, innate regen and a better SC werent just "buffs" for the khaara. They were needed gameplay changes to make the game better as a whole. "Nerfing" this to create balance would be to take a step back development wise.
Finally, who needs right turns, straight forward would be the easiest way across town?!
[Edit] Note that I still dont like the cloaking upgrade, I still want to remove it. But this is an issue totally separate from the one of balance changes vs gameplay changes.
Was it not possible for you guys to discuss the philosophical reasons why you would buff/nerf one side or the other, rather than how much you all wanted skorpions with lazorz?
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
*confused*
MC >=< DC >=< SC
The map or strategy is more than enough to make any chamber a viable choice. A small side effect was making the overall game tip out of balance.
Free upgrades also makes the game more dynamic and simply more enjoyable. Buff the marines slightly and all will be well.
Only a <i>minor</i> change is needed in balance, nothing significant.
I agree with homi though. Free upgrades made the aliens much more dynamic of a race. just do the same for marines. Give them some stronger upgrades and allow them to go different directions. Add the 5 armor giving them access to the MT rush or just not getting armor upgrades.
They have fewer options because they are constrained to an upgrade path determined by cost & time. I would lower research time for marine abilities that include: Grenades (also grenade timing for throwing) & electricity. I would make catpacks a researchable upgrade, then drop them for 1 res each (this can be comparable to primal scream). I think the added benefits of the abilities that the marines have, but never use, will allow them that balanced edge in the game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Making cat packs 1 res would slaughter any alien tech that they throw at the marines. Catpacks are a researchable upgrade already.
The difference between catpacks and primal scream is that primal scream is only obtainable when the game usually almost over. Catpacks can be researched without any other prerequisites other than the Arms Lab.
Grenades since they are irreplacable once used, will have little effect on gameplay even if you can prime them and throw them faster. Lowering electricity costs? That would lead to a lot of turtling, which leads to more boring games.
Electricity also tends to favor hive lockdowns, and inadequate teching to counter the usually inevitiable second hive tech that is thrown at the marines.
If the static defense fails, then the marines fail. Why not make more boosts to the actual marines who do the shooting than things only the commander can control?
An example of this could allowing an armslab upgrade to boost magazine size. Boosting magazine size simply gives the marines more tools to fight the aliens, without neccesarily killing them. Its up to the player to do the work, not the game. Where as electricity is a cop-out defense, a sort of tech and forget strategy.
Your points are irrational, and clearly come from a non-competitive perspective.
<span style='color:yellow'><a href='http://pro-previous.net/slot1/index.php' target='_blank'>digz clan.</a></span>
Why post it in here? And No, being the moderator does not justify lack of experience.
<span style='color:yellow'>Who asked you to share your perception of other people's flaws John? Bite your tongue or go away. Ungentlemanly conduct. First warning.</span>
Electircity was original designed to protect the TF due to it being so easy to create a blindspot right? And arguably, it was designed so marines can hold RTs easier when aliens have only one hive (yeah, like THAT really worked). Why not change electricity so it won't really help lockdowns *that* much? Reduce the radius so an alien will only get damaged if it is close enough to hurt it. That way, TFs can still protect themselves, but can no longer protect the PG next to it as well. Oh yeah, and reduce its cost to 10, since it is now less useful, but still serves its original purposes. For 10 res a piece, I would consider electrifying some of the farther nodes from MS. For 30 res, hell no.
Catalyst packs for 1 res would be too cheap, I'll have to agree with Firewater. However, I still think 3 res is too much. I say keep the cost, but let a marine who picks one up activate it at the touch of a button instead of activating instantly.
I really like the idea to have the ability to upgrade to a bigger clip size. *imagines an HMG with 250 bullets*
nobody wants to play when its more a question of luck than a question of skill
I agree with Hsu that DCs got screwed over in 3.0. They really need an extra useful ability to make them as viable as Movement or Sensory chambers are now. Don't 'nerf' either team, 'buff' the one viewed as weaker.
Grendel there is much I&S in threads like these because most of us would never bother venturing into the cesspit that is I&S and the question you're asking is going to provoke peoples thought processes on how to address the current balance as they see it so the natural progression is to post these thoughts.