5 minute hives
Scuzball
Join Date: 2003-09-08 Member: 20657Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Catalyze is crazy</div>I just comm'd a game where we had 3 res nodes and a hive completed at 4:58 game time. I foresee Catalyze being adjusted in the next patch.
If the aliens 2nd hive is killed before completing, it's basically game over.
But it brings up a good point: should the game be balanced around 2 hives? Did they want the 2nd hive up so fast intentionally, to make it less of a fulcrum for the rest of the game?
If the aliens 2nd hive is killed before completing, it's basically game over.
But it brings up a good point: should the game be balanced around 2 hives? Did they want the 2nd hive up so fast intentionally, to make it less of a fulcrum for the rest of the game?
Comments
If the aliens 2nd hive is killed before completing, it's basically game over.
But it brings up a good point: should the game be balanced around 2 hives? Did they want the 2nd hive up so fast intentionally, to make it less of a fulcrum for the rest of the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that thers no need to argue of catalyzes role right now. Offcourse feedback is always welcome to UWE though i think (; but its so fresh that it doesn't work as balanced gameplay element just yet.
By the time you have your base constructed and your marines are finishing their first res nodes, you have about 3 minutes till fades start gestating...
Not much time to get armor 2 and shotguns is it?
2nd hive up at 3 minutes
3rd hive up at 7 minutes
before this patch, if the alien team wasnt getting the hive up within around 5 minutes then they were quite bad.
edit .
sorry didnt see the hive was completed at 5 minutes :o
if so, yeah overpowered :)
2nd hive up at 3 minutes
3rd hive up at 7 minutes
before this patch, if the alien team wasnt getting the hive up within around 5 minutes then they were quite bad.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nah, previously the hives would begin construction at the times you mention (although 3rd hive is generally later due to the upgrade spurt after 2nd hive), but they would actually take 3 minutes to complete so they were up at 6 and 10 minutes respectively. The OP is saying that the 2nd hive is completing at 5 minutes, 1 minute faster than 6.
Can you do it with 3 res nodes up and still under 5 minutes?
To allow aliens to defend the later hives(more troublesome), unlock the high tier lifeforms from hives.
That makes more sense. Since lifeforms gain more abilities with more hives, right?
I've seen aliens recover from losing a hive, even with 100 hivecost.
But I'm sure they'll address it
In this build, with catalize, hive 3 can be up a fraction earlier, but there is no Onos from comm at this time, and also TRes and Com PRes, are significantly lower at 7.5 mins in build 200 than they were in build 199. So aliens are getting tech 3 at same rate, but it costs the team more.
2nd hive is being started later in 200 because of less resources, but is completing quicker than 199 due to catalize. Again, alien team has less res, and less upgrades at 2nd hive. Most alien teams have 5 min fades with very limited, if any upgrades, so they are a lot easier to kill. Marines can counter by shotty, lvl 2 weps, not going for armor as early.
I think a really simple solution would be alter the catalize time based on number of hives. So if you have 2 hives and are building 3rd hive (as it comes in about the same time as build 199) catalize is the same speed as now. However, when you only have one hive, catalize speed is a percentage of that total, random figure with no mathematical thought behind it.. say 70%
If someone did the maths I'm sure it could balance out, without any major scale changes.
- Increasing hive cost (maybe to 100 TRes to give a longer single hive time)
- Increasing the catalyze energy cost on hives (so you could only use it two or three times in a row)
- Changing catalyze from using energy to either PRes or TRes (so theirs a tradeoff between a faster hive, more/better chambers/tech, or expanding cysts)
If you have all Resourcepoints or how much?
I never saw a alien team which has 3rd hive, + all upgrades on mineshaft in 8 minutes.
And if so, marines did a terrible job.
Because if marines scan the techpoints and see a unbuild hive, they can kill the hive faster then its needed to be done.
Im not 100% sure but i test it some days ago and it takes just about 32 seconds to kill one hive with an axe.
Its to late to test it right now but if you compare this with catalyze its fair...and there is no way for aliens to save the hive as alien commander.
Watching a hive die to one guy with an axe implies that the entire alien team is ignoring the dying hive message. I don't see much of that going on.
Having it so that the alien side can only drop hives after a certain amount of time into the game makes it easier for marines to counter that hive going up. They can always time their tech for it and make sure that they are always ready for when it is expected to be dropped. That would make the game more linear and less dynamic.
So the cost effectiveness is just too high.
The simplest solution is of course to double the hive build time, then force the alien commander to catalyze it down to normal times.
Or not let catalyze affect hives.
Same effect (apart from not having the alien commander reapply catalyze all the time).
Yes exactly. There should really be a tactical reason to use catalyze. Not only would it make using it more of a choice but it would also give comms something to do during fights. Maybe restoring energy or something similar.
But another thing to keep in mind is that marine speed has been upped and skulk speed has been nerfed SEVERELY. This also plays a part here cause now its a skulk job to not necessarily raid rine base but simply keep them from expanding. Hide in dark corners on ceilings and nose dive into a marine's face. Playing the stealth game. While that's happening, aliens are grabbing nodes and Catalyzing hives.
But on the other hand, if aliens fail to do so and marines rush a hive that's unlamed, skulks take forever to get to its.aide especially if its the second hive that's being attacked while its still dropping. So catalyst should assist with this problem. Seems OP at the moment but if ur gonna snail up skulks...