The flamethrower and DI
thefonz
Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">bringing back an important relationship</div>Just a short post to say I think it would be good to bring back some importance to the FT versus DI. As it is now, when a cyst is killed, its DI slowly begins to shrink back. This is good because it would suck for alien khamms if the DI instantly disappeared and their structures started taking damage every time a cyst gets killed. The counter point is true for marines, they have to wait a bit for the DI to recede before they can build their structures. I would like to see that when a cyst is killed by a FT, or a FT is used on receding DI, the DI recedes at a much greater rate. This brings back the important relationship that the FT used to have with DI. It would also make the marines feel like they are really 'burning back' the infestation. Plus having a FT help clear an area would allow marines to quickly set up forward bases if they are smart enough to bring a FT with them. To balance / make this important, perhaps DI should recede a bit more slowly than it does now when not affected by an FT.
Quick edit, used too much 'plus'
Quick edit, used too much 'plus'
Comments
Sond logical IMO.
Atleast its kharabacteries, hives also grow from top.
Gorges would be necesarry for DI-scouting and connecting restowers to the cystnetwork
Gorgecysts could only be killed with flamers.
Marines would be able to sneak in phasegates again.
Or shoot the roof, which is a easy way to get spotted and killed.
However selecting buildings in the roof is tricky for commanders,
eg. the rooflayout could differ from the groundlayout not knowing where to place them.
You're right for wondering, it's indeed already like that.
Quick edit, used too much 'plus'<!--QuoteEnd--></div><!--QuoteEEnd-->
Correct me if I'm wrong but I think someone from the developer team already mentioned something like this when there was a talk about the dynamic infestation prototype and after the first DI has been implemented into the game.
<!--quoteo(post=1916557:date=Mar 23 2012, 04:46 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 23 2012, 04:46 AM) <a href="index.php?act=findpost&pid=1916557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're right for wondering, it's indeed already like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, cool. Well, when the devs gets some time, can I expect fire effects on the whole patch of DI that a cyst supports? It would make this much clearer, I really had no idea this was in.
Instead of getting early ARC, the flamer should be just as effective! ( but ofc u die much quicker cuz its melee )
Maybe against "bad" alien players that dont know what leap is.
Flame with jetpack is already the strongest pvp unit in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe against "bad" alien players that dont know what leap is.
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What game are you playing? The FT roasts skulks. Go on and leap, I'll be happy to BBQ you all day long.
Lies. Its the best hive assassin.
VS skulks shotty is better. Any Fade worth his salts will eat you alive 1v1. Lerk will just outrange you and gun you down.
What game are you playing? The FT roasts skulks. Go on and leap, I'll be happy to BBQ you all day long.<!--QuoteEnd--></div><!--QuoteEEnd-->
With level3 weap-dmg you need to flame the skulk more then 7seconds.
The skulk can still KILL UR ASS and i rather 1hits the skulk with my sh0ogun :)
What game are you playing? The FT roasts skulks. Go on and leap, I'll be happy to BBQ you all day long.<!--QuoteEnd--></div><!--QuoteEEnd-->
Throw some skulks on the barbeque mate.
The OP's idea is good too, of course.
The OP's idea is good too, of course.<!--QuoteEnd--></div><!--QuoteEEnd-->
haha, I clicked on this thread and wanted to suggest exactly the same thing! :)
Really good idea imho!