So aliens get gorge... what about marines?
Armymunchkin
Join Date: 2012-06-30 Member: 153788Members
<div class="IPBDescription">i hate the idea of the aliens have a defense with no consequences</div>I was looking at a post recently about changing the gorge, after i read the thread i noticed that the only things that the marines have that is similar is the sentry... but the sentry sucks, so i had this idea about the welder.
Good:
1: The marines press "e" on the welder to open a menu allowing them to build, sentry turrets. (exactly the same as a hydra just with sentry skin) (only 3 turrets can be placed at once)
2:The marine has the ability to make a barricade these are a defensive structure that can be built to defend from a gorge's bile bomb or the lerks spikes, there is also a hole that can be shot in and out from, this allows you to place a sentry inside the barrier so it doesn't take as much damage ( marines clog) (only 2 can be placed) (the barriers have a opening at the back) (they reduce damage from ranged attacks)
3: this allows fast control of areas of the map for the marine team.
4: the commander has to upgrade the welder 2 times before this becomes available. (the upgrade costs 10 Tres)
5: turrets have a 360 view
Bad:
1:The marine commander has to give the ability to make the structures to the player. (5 Tres per player)
2: per 3 players is 1 person who the commander can give this ability to.
3:The marine commander looses the ability to place sentry's down.
4:Early game Tres is spent on the upgrade, leaving the marines with a economic or defensive choices in the early game.
Good:
1: The marines press "e" on the welder to open a menu allowing them to build, sentry turrets. (exactly the same as a hydra just with sentry skin) (only 3 turrets can be placed at once)
2:The marine has the ability to make a barricade these are a defensive structure that can be built to defend from a gorge's bile bomb or the lerks spikes, there is also a hole that can be shot in and out from, this allows you to place a sentry inside the barrier so it doesn't take as much damage ( marines clog) (only 2 can be placed) (the barriers have a opening at the back) (they reduce damage from ranged attacks)
3: this allows fast control of areas of the map for the marine team.
4: the commander has to upgrade the welder 2 times before this becomes available. (the upgrade costs 10 Tres)
5: turrets have a 360 view
Bad:
1:The marine commander has to give the ability to make the structures to the player. (5 Tres per player)
2: per 3 players is 1 person who the commander can give this ability to.
3:The marine commander looses the ability to place sentry's down.
4:Early game Tres is spent on the upgrade, leaving the marines with a economic or defensive choices in the early game.
Comments
I like the idea of one more sentry. More like a healer-turret maybe.
:)
The thing is that you arrived in ns2 while the dev tried to change sentries to prevent spam and to aliens sot break through a sentry spammed room. Sentries never sucked that much and but it needs to change to make spam a waste of resources. Don't forget that it is at the beta stage and they try to fix some balance in the game.
As others said, asymmetry is one of the most important thing in ns2! Less similarities you make, better it will be. You have to consider that sentries are a viable way to defend places (i hope it will ^^) and better give ideas to make them right before 1.0 than ideas of features which bring marines closer to the aliens ;)
they will always shoot air units (lerks)
if there are no lerks, they will shoot onos,
if no onos they will shoot fade,
if no fade they will shoot skulk,
if no skulk they will shoot gorge
that way, they spend less time shooting at useless targets. This would make them significantly better against lerks because they will actually shoot them. And lets face it, lerks often get free reign a lot of the time anyway
Lerk's spores disable the aim of the turrets, so a good lerk always drops some on the sentries to get the free reign in the room. Lerk is the sentry counter with the bile bombs for the aliens :)
Lerk's spores disable the aim of the turrets, so a good lerk always drops some on the sentries to get the free reign in the room. Lerk is the sentry counter with the bile bombs for the aliens :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I did not know that
herpity derp
I guess this makes it even more important that they shoot lerks, before they can disable them
They also have mines and sentries. Mines are great static defenses, while sentries are only good for fire support - you need marines nearby. This is the same with hydras, they are rubbish unless a gorge is healing them.
Stop trying to homogenize the game.
they can do everything a gorge can do and more
because well think about it, the marines already have a total recall button were if the craps about to hit the fan at main base the commander can beacon all marines back to save the base sentries imo are supposed to buy the commander time to do that.
on top of that marines commanders can drop medi packs(gorges heal spray) and nano shields(gorges....?)
<img src="http://thewolfmancometh.files.wordpress.com/2011/01/total-recall-mars-quaid-eye-bulge.jpg" border="0" class="linked-image" />
lol i remeber that movie its good should have gone with arnold for the remake tho
Scouting, my friend! No chance for an early skulkrush if u have descent players scouting and communicating.
You don't have the res right now in early game for 25 Res Robotics + 15 Res per Turret. If u go for that, you'll lose in mid game against those cara beasts.
- "Marines do need a defensive buff, at least an early one"
Mines. Yeah you forgot about those!
- "Sentries fit perfectly into that early game defense"
No. Anyway only a few commanders know how to place them right to be effective. They don't have enough health to deal against 2 skulks even when a turret is firing, you get the point: you just waste your resources.
- "most commanders don't bother with them until mid game"
^look why above. Options you have in early game is: welder, mines, shotgun, arms lab, phase tech. Building a robotics factory first is useless. I prefer getting w1-2 for all my marines and make them survive than to waste res on the glass turrets which last 3 secondes.`
- "Marines are far too open to an early skulk rush"
The best defense is to attack! It's more than ever correct in NS2, marines and skulks need to take territory all the time!
But stay ON TOPIC plz. Gorges can hold a position early game alone or with 1 skulk, marines need to be present to defend and turrets can help to do that but can't do it themselves. That was also the goal of the reduction of turrets' health.