Unpowered beacon
elodea
Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
Was thinking about the powernode powering off the entire marine base, marine mobility and how this might make it hard for alot of players in general to deal with powernode sniping.
I would like to suggest that the obs be able to beacon even while unpowered to give marines and commanders who don't notice untill too late a chance. Might be a nice compromise between keeping the IP's unpowered but allowing the commander to manually 'control' spawning at a high cost in an emergency situation.
I would like to suggest that the obs be able to beacon even while unpowered to give marines and commanders who don't notice untill too late a chance. Might be a nice compromise between keeping the IP's unpowered but allowing the commander to manually 'control' spawning at a high cost in an emergency situation.
Comments
I would like to suggest that the obs be able to beacon even while unpowered to give marines and commanders who don't notice untill too late a chance. Might be a nice compromise between keeping the IP's unpowered but allowing the commander to manually 'control' spawning at a high cost in an emergency situation.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking this too.
I think killing the power node should just stop energy regen for structures, but if they have energy in them already, you can use it until you run out.
@PsiWarp: I think the problem with placing it at the CS is, that aliens wouldn't be able to disable the ability unless they win the game (by destroying the CC).
@bcarrot: I think aliens would still have a really good opportunity to do damage when they destroy the marine teams main powernode, even if the obs stays powered (in my opinion ips should as well). It would also still crush a marine push, since pgs would still be disabled and it would still halt any upgrades. So the reward is given and it would stay a high priority target. At the moment the powernode is the best target for Aliens to attack in almost all scenarios. The proposed change might therefore make gameplay a bit more diverse in giving them another high priority target.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->bcarrot: I would say have one person either stay in base or you do get warned that it is under attack and should call them back sooner.<!--QuoteEnd--></div><!--QuoteEEnd-->
<ol type='1'><li>Requiring someone to constantly stay in base and guard one object is not a good experience for the person getting the task imo. Also he could still easily be rushed.</li><li>Sometimes the Comm just doesn't have the resources to use beacon. In NS1 aliens had to destroy the obs, then the phasegate and finally the ips in order to clear a base. Having to destroy only one target, and not a really high hp one, to disable an entire base, just feels unbalanced to me.</li></ol>
Just thought that it might as well be on the CC given how the mechanic works, instead of having the Obs remained powered when clearly the CC is always powered.