This right here. If you get these down, the marines are powerless and cut off from everything they need, leaving you to rape and pillage (but mainly pillage) the map as you destroy these.
im not sure how the balance will be, but maybe the marines could upgrade the power nodes with more protection, an extra layer of armor plating or something
I think it's balanced enough as it is. It's easy for power to be cut off in undefended areas and ninja macs seem to get it going again in a jiffy. In fact, the ninja macs are so effective you can just destroy a node, sit in a vent, and kill them as they come down in hordes.
It's too early to tell. I just feel that games are too small and not coordinated enough. As a skulk I can often just find a whole base without a marine, leap over the sentries, munch the power node, and proceed on munching all the turrets. There are no warnings for players, right now it's just randomly running around. I do expect nodes to be somewhat stronger, but there is supposed to be some sort of marine support on bases because maps are smaller and therefore player density higher.
Maybe having several levels of power node... power? Like at 50%, shut down the least important structures, 25% shut down important structures, 0% critical structures are powered down?
What hurts both team most, but especially the marines right now is lack of communication. Most games I had so far everyone just runs off alone randomly and does their own thing. Which I guess is alright at this stage of beta.
Covering them with a sentry gun or two should be standard practice, also perhaps a constructable armor shield for them would be good? Marines can place it in secured rooms to make them hard to destroy with basic lifeforms.
You'd think biting on a power node would let out SOME sort of electrical current.
Maybe a few damage points per second, with an upgrade choice to do more damage. This way lone skulks can't rush the nodes at the start of the game killing them all off.
Power Nodes also give Gorges something to be useful at. After the sentries are down, a ninja gorge can slide through the offensive team and rape the node (not as good as an Onos, though, but they attract more attention.)
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
And build whips around the hives. A very easy strat for marines is to just spam sentry turrets in the hive. Game over. Since there is no power node in the hive anymore (why were they removed?), it's too easy to do this.
<!--quoteo(post=1808375:date=Nov 21 2010, 09:58 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 21 2010, 09:58 PM) <a href="index.php?act=findpost&pid=1808375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's it! The Gorge should be able to unlock doors!<!--QuoteEnd--></div><!--QuoteEEnd--> Mr. Oh Noes will take care of that soon enough..
<!--quoteo(post=1808400:date=Nov 21 2010, 11:29 PM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Nov 21 2010, 11:29 PM) <a href="index.php?act=findpost&pid=1808400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then they should take longer to repair. They take a matter of seconds for that super fast, cheap, flying NPC to repair.<!--QuoteEnd--></div><!--QuoteEEnd-->
not cheap early on in the game 50 res is freaking high
<!--quoteo(post=1808384:date=Nov 22 2010, 03:13 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Nov 22 2010, 03:13 AM) <a href="index.php?act=findpost&pid=1808384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A very easy strat for marines is to just spam sentry turrets in the hive. Game over. Since there is no power node in the hive anymore (why were they removed?), it's too easy to do this.<!--QuoteEnd--></div><!--QuoteEEnd--> Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
<!--quoteo(post=1808400:date=Nov 22 2010, 04:29 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Nov 22 2010, 04:29 AM) <a href="index.php?act=findpost&pid=1808400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then they should take longer to repair. They take a matter of seconds for that super fast, cheap, flying NPC to repair.<!--QuoteEnd--></div><!--QuoteEEnd-->
Make the DI grow a protective covering over them that MACs have to burn off in order to repair it, for now substitute 'if a hive is in the node area, make it take longer to repair'.
Would go well with the idea of marines being able to build their own protective covers for them.
<!--quoteo(post=1808406:date=Nov 22 2010, 05:02 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 22 2010, 05:02 AM) <a href="index.php?act=findpost&pid=1808406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ooo portable power nodes, that brings some possibilities, so marines can theoretically set up backup nodes in their rooms? Or just build in unusual places?
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1808406:date=Nov 21 2010, 10:02 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 21 2010, 10:02 PM) <a href="index.php?act=findpost&pid=1808406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, well right now you can put sentries in the starting hive and not need a power node. Kind of overpowered right now.
I doubt you will be doing that for much longer Quovatis, 2 builds ago they had the nodes in still in the base. I'm sure you can expect them back before you know it.
I came in this thread half expecting crags to be the theme. (Or roof crags :P) I'll usually put one or two up near a power node or the location my team is trying to push, the alien regen helps to take out that 'key objective' a bit faster and with less deaths.
<!--quoteo(post=1808406:date=Nov 22 2010, 07:02 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 22 2010, 07:02 AM) <a href="index.php?act=findpost&pid=1808406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> I noticed that too, but in that case there should only be red warning lights inside the alien start room (as if there was a powernode which got destroyed). It totally breaks the atmosphere if you are walking through dark corridors, fight your way through aliens and end in a bright room with the alien base in it. Besides, the alien buildings look extra sexy without the bright light.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1808869:date=Nov 23 2010, 02:06 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 23 2010, 02:06 AM) <a href="index.php?act=findpost&pid=1808869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The hive should be completely dark.<!--QuoteEnd--></div><!--QuoteEEnd--> But then we don't get to see the awesome artwork gone into the Khaara T_T
I find it far to easy to snipe (l0rk) the powernode in marine main base, or zerg it in general with 2-3 khaaras. Some sort of defence system should be in place imho. Eletrical feedback current from biting sure, but from snipers? Better trace giving lerk position away will better this I guess. But they are still a bit to vulnerable imho.
I am fine with the expanding outpost having this as is. But main marine base is far to vulnerable cause of this node.
as long as di istn in the game, we dont have to talk about balance...
and as far as i can i see, there are no players which can handle the fade blink as good as the fade in ns1, because the new mechanics ... so lets wait...
its like sc2 terra is so overpowered, and then the magic box and banelings appeared out of nowhere :D - you know what i mean :)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i would like to see <b>ONLY</b> portable power nodes. it would be the counter-part for the "shift" which creates infestation (which aliens need to build on). <a href="http://www.facebook.com/#!/photo.php?fbid=352138168104&set=a.95246163104.83850.87948998104" target="_blank">alien structure concepts</a> <b> im just guessing here</b>, i dont really know what you are planning to do, but if im right it would make sense that both sides need some basic structure to expand.
Comments
Although, I think they should be stronger, like CC in NS1, hard to chomp by a single skulk...
Maybe having several levels of power node... power? Like at 50%, shut down the least important structures, 25% shut down important structures, 0% critical structures are powered down?
Maybe a few damage points per second, with an upgrade choice to do more damage. This way lone skulks can't rush the nodes at the start of the game killing them all off.
Mr. Oh Noes will take care of that soon enough..
Although, I think they should be stronger, like CC in NS1, hard to chomp by a single skulk...<!--QuoteEnd--></div><!--QuoteEEnd-->
Then they should take longer to repair. They take a matter of seconds for that super fast, cheap, flying NPC to repair.
not cheap early on in the game 50 res is freaking high
Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
--Cory
Make the DI grow a protective covering over them that MACs have to burn off in order to repair it, for now substitute 'if a hive is in the node area, make it take longer to repair'.
Would go well with the idea of marines being able to build their own protective covers for them.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ooo portable power nodes, that brings some possibilities, so marines can theoretically set up backup nodes in their rooms? Or just build in unusual places?
If so, that would be a rather nice addition.
Edit: drat, double post.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, well right now you can put sentries in the starting hive and not need a power node. Kind of overpowered right now.
I came in this thread half expecting crags to be the theme. (Or roof crags :P)
I'll usually put one or two up near a power node or the location my team is trying to push, the alien regen helps to take out that 'key objective' a bit faster and with less deaths.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed that too, but in that case there should only be red warning lights inside the alien start room (as if there was a powernode which got destroyed).
It totally breaks the atmosphere if you are walking through dark corridors, fight your way through aliens and end in a bright room with the alien base in it.
Besides, the alien buildings look extra sexy without the bright light.
But then we don't get to see the awesome artwork gone into the Khaara T_T
Some sort of defence system should be in place imho. Eletrical feedback current from biting sure, but from snipers?
Better trace giving lerk position away will better this I guess. But they are still a bit to vulnerable imho.
I am fine with the expanding outpost having this as is. But main marine base is far to vulnerable cause of this node.
and as far as i can i see, there are no players which can handle the fade blink as good as the fade in ns1, because the new mechanics ... so lets wait...
its like sc2 terra is so overpowered, and then the magic box and banelings appeared out of nowhere :D - you know what i mean :)
infestation (which aliens need to build on). <a href="http://www.facebook.com/#!/photo.php?fbid=352138168104&set=a.95246163104.83850.87948998104" target="_blank">alien structure concepts</a>
<b>
im just guessing here</b>, i dont really know what you are planning to do, but if im right it would make sense that both sides need some basic structure to expand.