Energy nets for marines
Nerephast
Join Date: 2009-08-07 Member: 68378Members
<div class="IPBDescription">A counter to the ease of escape that aliens currently have</div>What if marines were able to research and purchase energy nets - a consumable weapon similar to mines which would cost a reasonable amount of res (10-15), but allow them to effectively lock down the movement of an alien for a short duration by trapping them in a net. I feel the main balance issue in the game at the moment is the speed and ease that aliens can escape, even from a situation where they are completely outnumbered.
With an energy net, a marine would be able to lock down the movement of a lerk/fade/onos for a small duration, enough time for marines to actually kill lone aliens that are invading without backup, and not have situations where one fade can enter a room of 6-7 marines, kill a couple, and blink out with no consequences. There would be risk involved, in case one or more of the marines had nets and were able to lock down your movement for long enough to kill you.
I feel even a 2-3 second duration (reduced by the alien hitting the net) would be more than enough time, and really solve some of the frustration that marines face when trying to actually deal killing blows to the higher evolved aliens.
With an energy net, a marine would be able to lock down the movement of a lerk/fade/onos for a small duration, enough time for marines to actually kill lone aliens that are invading without backup, and not have situations where one fade can enter a room of 6-7 marines, kill a couple, and blink out with no consequences. There would be risk involved, in case one or more of the marines had nets and were able to lock down your movement for long enough to kill you.
I feel even a 2-3 second duration (reduced by the alien hitting the net) would be more than enough time, and really solve some of the frustration that marines face when trying to actually deal killing blows to the higher evolved aliens.
Comments
As an alien, the moment you get 'trapped' by this net, you can say your sweet goodbyes. Even if it only lasted for a single second, that's more than enough for any marine who isn't mentally disabled to kill you.
Really, it just wouldn't be fun at all.
That way, you would prevent an onos from smashing you, a fade from blinking, and a skulk from leaping... but they can still jump around and whack the ###### out of you.
I think if it were fired as an energy ball, that had a rather low amount of ammo carried with you, would prevent this being spammed.
As an alien, the moment you get 'trapped' by this net, you can say your sweet goodbyes. Even if it only lasted for a single second, that's more than enough for any marine who isn't mentally disabled to kill you.
Really, it just wouldn't be fun at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
As harsh as mr BearTaxi puts it, I have to agree, for all Kharaa lifeforms but the Onos, mobility is one of the most important things that keeps them alive.
There is no sense in waiting at the base, when the fade retreats. Run and get em. Jetpacks come in handy. But as long as the majority of the marines doesn't realize that and prefer to play lamb, is it difficult.
If they added this the game would be in so big a favor to the marines it would be a onesided game lol.
If they should have this aliens should be able to puke on marines leaving them unable to shoot for couple of secs.(yes it would be lame but its the opposite of what the OP wants)
Dont listen to carebears.
Currently I see NO risk vs reward for onoses in particular. As many threads I have seen on the forums have stated, there is no late game counter to onoses whatsoever at the current time. Marine tech that will be introduced may change this, but then what if the same thing happens for marines - exoskeletons are the answer to everything, and there is no point getting anything else?
I'd just like to see more options available strategically, and not a bumrush for the be all and end all of each team's tech.
Again, I'm new and I'm just posting what I feel about the game as I see it.
As far as the tech bum rush, lots of tech is still being developed. Once its in, most games will probably never see all tech being researched unless the game goes on for +45 minutes. This will be because teams will (hopefully) choose a strategy and research the tech that benefits that strategy. Trying to research everything simultaneously will just leave your team with lots of "medium" tech options. While the other team has probably reached "high" tech options that are great for the type of strategy they chose.
A slow/stucked/netted Skulk/Lerk/Fade is a dead one! Cutting the mobility of an alien is just another press LMB and win options for marines beside GL/Sentrys/ARCs/Flamers.
Instead of finding way to cap the movements for Alien that you can hit em better (because of not so good aim) it's dumb, just start thinking, if you can not hit that dam Lerk, trap him and block his escaperoutes.
There are alot of Lerks who will even survive 2 marines trying to cut his route.
But pls nothing that makes agile units usless. Those nets will just be spamed in the end.
During play-test sessions with both groups on TS the games are fairly well matched with games going both ways sometimes. Fades as such don't really present too much of a bother to a group of marines that are working together, so to add a snare as such to the game would ruin the Kharaa, poor little gorges getting splattered all over the place, skulks getting the almighty hump because they can't escape or even close the distance quick enough, It would just be way overpowered. Besides, from a storyline standpoint how do you explain an Onos getting snared when even reinforced steel doors don't keep them back?