Does anyone else think gun/armour upgrades are too damn powerful?

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
So, after countless games where I managed to get three hives, all the upgrades, and start pumping out Onos, only to be pushed back and lose hives to nothing more than light marines with LMGs, I have started to think that the gun and armour upgrades make light marines far too formidable.

While it is true you need "teamwork" to gain the full effect (its not really teamwork, its just being in the same place as other people), the power marines gain in large groups when they have these upgrades is unprecedented. Skulks with 3 hives and upgrades (which as far as a tech tree goes is waaaaay above lvl 3 guns and armour, or at least its supposed to be) aren't anywhere near as powerful as marines are when in a group. I think a decision needs to be made here, because I feel that at the moment, the true meaning of three hives isn't clear. In NS1 (just as a reference), three hives meant GG. Unless the marines did something utterly amazing, once the aliens had all their upgrades down, the game was over, and there was only a short-lived turtle to look forward to. Now it seems like three hives is the balance point, at which marines and aliens can begin fighting on even ground, except its actually really difficult to get three hives.

Here's my suggestion. Its pretty crazy and I'm sure everyone will hate it, but maybe it will get the ball rolling. Tech points = upgrade levels. One tech point, level one guns. Two tech points, level two guns, etc. The idea behind this is, level 3 guns and armour are marines biggest asset. Above all else, you really want this. They don't deserve to have it when all they hold is one tech point.

Comments

  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    No.

    If youre getting destroyed by vanilla marines when you have 3 hives aka stomp+vortex+umbra etc., unlimited lifeforms and all ups, the fault is not in the game.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1969207:date=Aug 31 2012, 07:49 PM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Aug 31 2012, 07:49 PM) <a href="index.php?act=findpost&pid=1969207"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What he said.

    Wait for xeno to be buffed to proper damage numbers.

    Oh and spawn waves / spawning scaling with hives properly.

    Oh and other stuff, but mainly those two when talking about 3 hive gg.
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    I think weapons and armor upgrades are great as they are. Don't change them.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    I haven't noticed the weapons/armor upgrades to be an issue so far yet in this patch. We'll see how things turn out when everybody has played the new version for more than a week, the actual issues will popup then.

    To be frank, I'm quite impressed so far with the patch. Good going UWE.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    spending 25+2*20+2*30+2*40 = 205 tres for passive marine upgrades is a lot. i guess you cannot directly compare that to a hive, which also gives the benefit of additional spawning and healing for merely 40 res and passive upgrades being rather cheap considering a tech path will also unlock support structures.

    as for the tier3 alien tech, i think they are fine (but several people don't know how to handle them yet, e.g. vortex) except xenocide which is rarely ever seen or used.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited August 2012
    So far I haven't seen any long turtle games in this patch. If the marines are camping in their base without rt's the aliens can end it really quickly, because of the egg spamming commander. Giving the commander somewhat control over the lifeforms distribution was a good step, because you can spawn eggs for lifeforms you miss at the moment. If your team only has fades and they keep dying in there, you can spawn some gorge and onos eggs, and have a more versatile group.

    Together with umbra and vortex oni can easily take down the power.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1969209:date=Aug 31 2012, 04:54 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 31 2012, 04:54 AM) <a href="index.php?act=findpost&pid=1969209"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What he said.

    Wait for xeno to be buffed to proper damage numbers.

    Oh and spawn waves / spawning scaling with hives properly.

    Oh and other stuff, but mainly those two when talking about 3 hive gg.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I don't think xeno is going to work with the current alien spawn system. No res while you're dead and you have to wait awful long times until you respawn.
  • GrimfangGrimfang Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
    They seem powerfull, and it makes a big difference, maybe too big, especially since aliens doesn't scale in the same way. I'm guessing if lvl 3 wasn't available the mareins would still be fine, or maybe if you tied the upgrade levels to the number of CC's ?
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1969205:date=Aug 31 2012, 08:46 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 31 2012, 08:46 PM) <a href="index.php?act=findpost&pid=1969205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, after countless games where I managed to get three hives, all the upgrades, and start pumping out Onos, only to be pushed back and lose hives to nothing more than light marines with LMGs, I have started to think that the gun and armour upgrades make light marines far too formidable.

    While it is true you need "teamwork" to gain the full effect (its not really teamwork, its just being in the same place as other people), the power marines gain in large groups when they have these upgrades is unprecedented. Skulks with 3 hives and upgrades (which as far as a tech tree goes is waaaaay above lvl 3 guns and armour, or at least its supposed to be) aren't anywhere near as powerful as marines are when in a group. I think a decision needs to be made here, because I feel that at the moment, the true meaning of three hives isn't clear. In NS1 (just as a reference), three hives meant GG. Unless the marines did something utterly amazing, once the aliens had all their upgrades down, the game was over, and there was only a short-lived turtle to look forward to. Now it seems like three hives is the balance point, at which marines and aliens can begin fighting on even ground, except its actually really difficult to get three hives.

    Here's my suggestion. Its pretty crazy and I'm sure everyone will hate it, but maybe it will get the ball rolling. Tech points = upgrade levels. One tech point, level one guns. Two tech points, level two guns, etc. The idea behind this is, level 3 guns and armour are marines biggest asset. Above all else, you really want this. They don't deserve to have it when all they hold is one tech point.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree that the weapon and armour upgrades cause balance issues, a vanilla spawning marine at the 10 min mark and a vanilla skulk are not even comparable.
    Its been a bit of a bug bear of mine that marines spawn fully teched up and aliens spawn as cardboard cut outs, the tech advances of the marines breaks the tech trees as unlike ns1 aliens dont have comparable upgrade systems.
    Asymmetry is great but at times it doesn't work....this seems to be one of them.

    I actually do like the idea you have put forward in relation to tech points upgrading armour and weapons, nice part is it can be balanced for both sides.
    You balance the starting points and simply leave it up to tech point control to seperate, means aliens will have easier time of ending a game.
    This actually has a decent premise to it...but belongs in Ideas and suggestion more than general.

    Alternative is to give aliens a tier upgrade system for their attack and defense parameters for when they spawn.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I don't think that the problem is caused by armor or weapon upgrades. I think its because of a weak and boring onos.
    Having more damage while charging is a good start to make this life form skillful playable.
    But having the bone shield (=invincible at the front) would make the onos a real danger. You would need to circle it to make damage. Then its current health may be even to high. Also the legs should be vulnerable at the front as long as the onos does not crouch. Just look at the visible bone plates. It should be invincible there. And every marine who tries to shoot on the bone plates should instantly see, that the bullets are bouncing of and no blood splatters.
    <img src="http://www.natural-selection.it/wp-content/uploads/2011/03/kharaa_onos_render.jpg" border="0" class="linked-image" />
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited August 2012
    Level 3 weapons gives you a 30% damage increase over level 0 weapons. This means 3 level 3 marines have the damage output of almost 4 level 0 marines. I really don't see how level 3 weapons can cause the problems you are talking about. I think you have to look at poor Onos play, and also look at the fact the Onos is not the tank it is supposed to be...
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    <!--quoteo(post=1969229:date=Aug 31 2012, 12:41 PM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Aug 31 2012, 12:41 PM) <a href="index.php?act=findpost&pid=1969229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This actually has a decent premise to it...but belongs in Ideas and suggestion more than general.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The suggestion had little to do with this post. My main goal was to see if anyone else felt the same way I do about the ease with which marines gain an extremely powerful upgrade. It served its purpose, I can see some people do agree, but most don't.

    <!--quoteo(post=1969230:date=Aug 31 2012, 12:49 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 31 2012, 12:49 PM) <a href="index.php?act=findpost&pid=1969230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think that the problem is caused by armor or weapon upgrades. I think its because of a weak and boring onos.
    Having more damage while charging is a good start to make this life form skillful playable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The reason I don't like buffing things per se is because it changes the economics of the scenario. If the current Onos is worth X, can a new improved Onos be worth X as well? Are we unhappy with the current cost of the Onos? Should the Onos get less powerful upgrades because of its new abilities? All these questions need to be answered when it comes to a straight buff or nerf.

    As for the marines needing tech points to fuel their upgrades. Its a nerf in a sense, but not a straight nerf. Weapons 1, 2 and 3 still do the same amount of damage, and armour absorbs the same amount. I would just like it if the marines actually had to work for their upgrades.

    <!--quoteo(post=1969234:date=Aug 31 2012, 12:56 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Aug 31 2012, 12:56 PM) <a href="index.php?act=findpost&pid=1969234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Level 3 weapons gives you a 30% damage increase over level 0 weapons. This means 3 level 3 marines have the damage output of almost 4 level 0 marines. I really don't see how level 3 weapons can cause the problems you are talking about.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're excluding force multipliers, which is what marines are all about.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I like this idea of having a/w-upgrades bound to CCs. (Mostly because it creates incentive for gaining map control and decreases the likelihood of turtles.) But I don't see this as the main problem you described in you first post.

    You stated, that a/w-upgrades destroy the balance. This means marines have a balance advantage in late game (=when the upgrades are researched.) I say, this balance difference doesn't come mostly from the upgrades making marines to good. It's because aliens don't scale as well into late game. Lerk and Fade are fine. But this are mid game life forms. THE late game life form, the onos is the main problem, I think.

    And Yes, simply buffing the onos will bring many other problems. Thats why I'm absolutely against an health buff for the onos. The onos need a skill dependent mechanic that makes it interesting again to play the onos. See, bone shield.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1969239:date=Aug 31 2012, 01:08 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 31 2012, 01:08 PM) <a href="index.php?act=findpost&pid=1969239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea of having a/w-upgrades bound to CCs. (Mostly because it creates incentive for gaining map control and decreases the likelihood of turtles.) But I don't see this as the main problem you described in you first post.

    You stated, that a/w-upgrades destroy the balance. This means marines have a balance advantage in late game (=when the upgrades are researched.) I say, this balance difference doesn't come mostly from the upgrades making marines to good. It's because aliens don't scale as well into late game. Lerk and Fade are fine. But this are mid game life forms. THE late game life form, the onos is the main problem, I think.

    And Yes, simply buffing the onos will bring many other problems. Thats why I'm absolutely against an health buff for the onos. The onos need a skill dependent mechanic that makes it interesting again to play the onos. See, bone shield.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That sounds reasonable, except the Onos isn't late game anymore. Onos eggs only cost 10 res more than Fade eggs. I fear that if the Onos is made more powerful, the 2 hive Onos rush may get out of control.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1969239:date=Aug 31 2012, 10:08 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 31 2012, 10:08 PM) <a href="index.php?act=findpost&pid=1969239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea of having a/w-upgrades bound to CCs. (Mostly because it creates incentive for gaining map control and decreases the likelihood of turtles.) But I don't see this as the main problem you described in you first post.

    You stated, that a/w-upgrades destroy the balance. This means marines have a balance advantage in late game (=when the upgrades are researched.) I say, this balance difference doesn't come mostly from the upgrades making marines to good. It's because aliens don't scale as well into late game. Lerk and Fade are fine. But this are mid game life forms. THE late game life form, the onos is the main problem, I think.

    And Yes, simply buffing the onos will bring many other problems. Thats why I'm absolutely against an health buff for the onos. The onos need a skill dependent mechanic that makes it interesting again to play the onos. See, bone shield.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah the lack of alien scaling is the hidden contributor to these issues, bringing an attack and defensive upgrade for aliens needs to happen so we can actually have more balanced game play for the majority of the game time.
    Under the current system there is a small band where aliens attack abilities match marines armour and weapons.

    There is a decent idea here that could go a long way to addressing turtles (simply holding a couple of res points to tech up and win) and force expansion. Without the additional tech points marines lack acces to the number of nanodes needed to upgrade armour/weapons.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1969234:date=Aug 31 2012, 05:56 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Aug 31 2012, 05:56 AM) <a href="index.php?act=findpost&pid=1969234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Level 3 weapons gives you a 30% damage increase over level 0 weapons. This means 3 level 3 marines have the damage output of almost 4 level 0 marines. I really don't see how level 3 weapons can cause the problems you are talking about. I think you have to look at poor Onos play, and also look at the fact the Onos is not the tank it is supposed to be...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah +30% damage bonus isn't a problem. +200% armour bonus is. Leaves them alive far longer to do that damage.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited August 2012
    i'd like to point out that the onos is a special case here, due to the hide armor (reduces every bullets damage by 6). weapons3 rifles do 75% more damage to him than weapon0 rifles. things are less extreme for other weapons though.

    as for binding CCs to the upgrades, i dislike the ideas because losing your second base is already a massive blow to the marines (quite often a loss). and as for the 2nd CC in particular, it is already bound to jetpacks and exosuits which make a huge difference on the battlefield imo. if you add the passive upgrades to that, there's simply too much at stake on a single card imo.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1969297:date=Aug 31 2012, 07:56 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 31 2012, 07:56 AM) <a href="index.php?act=findpost&pid=1969297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i'd like to point out that the onos is a special case here, due to the hide armor. weapons3 rifles do 75% more damage to him than weapon0 rifles.

    as for binding CCs to the upgrades, i dislike the ideas because losing your second base is already a massive blow to the marines (quite often a loss). and as for the 2nd CC in particular, it is already bound to jetpacks and exosuits which make a huge difference on the battlefield imo. if you add the passive upgrades to that, there's simply too much at stake on a single card imo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Losing second CC is hardly a penalty when you compare losing second hive.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    thought this over a few times and tbh i guess you have a point there. although the hive should be more important due to the higher cost, it is also much easier to redrop a new CC if the old one was ninja'd down.
    so in the end i'd be fine with giving this suggestion a try.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Aliens had passive scaling in ns1: their armor got better with more hives down. This was removed in ns2 because hidden modifiers suck, but nothing replaced it. I believe this is a big factor in why aliens seem weak late game vs upgraded marines.
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    Didn't level 3 used to require an additional tech point? If not, it should. I think this would be a decent balance. Most Marines have a second by the time they consider going for level 3 anyway. Although this would be tricky on Veil or any map that only has 4 total tech points. However with the way Marines work in NS2 I don't think they should make maps with less than 5 tech points. Veil is an amazing map, It's too much an NS1 map at this point though.
  • gamester_5gamester_5 Join Date: 2008-04-17 Member: 64094Members
    I have to agree with the OP on the differences of vanilla aliens vs. vanilla marines late game. The armor is much to strong and needs to be nerfed in some way or tied to a 3rd CC.

    Also instead of making the onos the only late game alien attacker that can live long enough to do damage the fade and / or Lerk need to be buffed somehow more in late game. The rines have Exo and JP/nade spammer so the aliens need the Fade and Lerk to be more effective late.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    All the weapons upgrades seem pretty balanced to me? In fact, a build ago I would have said we needed a buff to weapons due to the incredibility of carapace!

    Anyway, perhaps your team wasn't using teamwork and swarming as aliens.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1969761:date=Sep 2 2012, 06:07 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ Sep 2 2012, 06:07 AM) <a href="index.php?act=findpost&pid=1969761"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All the weapons upgrades seem pretty balanced to me? In fact, a build ago I would have said we needed a buff to weapons due to the incredibility of carapace!

    Anyway, perhaps your team wasn't using teamwork and swarming as aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Or perhaps the nerf to carapace might have something to do with it...or the fact that the game is only balanced for a short window due to the asymmetrical armour and weapons systems.
    The aliens need some scalable armour and attack (The old DC's of NS1 required 3 to get to top level as did other abilities) in NS2 they have abandoned this and just have the 1 upgrade for aliens Armour but nothing for attack (aka Focus in NS1).

    Sorry but there is an issue with the way aliens upgrade compared to marines and now we have exo in this will be increasingly obvious (as will the lack of MC to hive teleporting).

    Give aliens a way to upgrade armour and their bite/swipes etc and we can have weaker aliens that scale with marines to a much greater extent.

    To claim lack of team work is a cop out, many games have been won where marines have only 1 CC against aliens with 3 hives and all upgrades. Vanilla marines spawn fully equiped aliens dont. Carapace is a choice with a trade off...weapon and armour upgrades are not.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Onos suckage is the bigger issue imo. Its only good early or with stomp against non jp marines (and in this regard it is extremely lame and unfun for the marines in question).
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