Kharaa frustration
L etranger
Join Date: 2012-09-06 Member: 158076Members
<div class="IPBDescription">Design suggestion</div>Hello, i found two redundant things, that are very frustrating while playing Kharaa against Marines.
* The first thing is the Exo capacity. I'll not debate about it's firepower or toughness but about it's drawbacks.
Actually the only drawbacks i seen, is that the Exo can't be teleported, use phase gate or build. Those drawbacks are mostly macro game and one sided. I think a fair feature, with such impact on micro game, should have drawbacks on both side.
Micro game ex: Marine jetpack, Marine side: Can Fly, but for a limited fuel time.
Marine jetpack, Kharaa side: Hard to hit flying marine, but its fuel only reload on ground.
I think, a limited vertical field of view (ex: 90°) applied to the Exo, to add blind spots, would improve the micro game fairness.
<a href="http://uppix.net/5/4/b/f07854fd579da3f5d21b7e3d01af2.html" target="_blank"><img src="http://uppix.net/5/4/b/f07854fd579da3f5d21b7e3d01af2.jpg" border="0" class="linked-image" /></a>
Marine: Improve the feeling of being in a Exo. Un-allow camping in a map corner. Encourage Exo movement, and protection.
Kharaa: Offer safe attack positions opportunities around the Exo.
This blind spot would only be exploitable by Skulk, Lerk and Gorge (with the risk of being killed while crossing the field of view first), since Fade and Onos are too tall.
* The second thing, as small Kharaa, it happens often for marines to jump on your back when you are trying to bit them. The top of your screen being obstructed by your jaw, it is more confusing for you to track them, than the marines to track you, while stepping on your back. My suggestion here, is to make the marines drift from Kharaa back so they become as much disoriented as you. Stop Kharaa poney deadly party :(
* The first thing is the Exo capacity. I'll not debate about it's firepower or toughness but about it's drawbacks.
Actually the only drawbacks i seen, is that the Exo can't be teleported, use phase gate or build. Those drawbacks are mostly macro game and one sided. I think a fair feature, with such impact on micro game, should have drawbacks on both side.
Micro game ex: Marine jetpack, Marine side: Can Fly, but for a limited fuel time.
Marine jetpack, Kharaa side: Hard to hit flying marine, but its fuel only reload on ground.
I think, a limited vertical field of view (ex: 90°) applied to the Exo, to add blind spots, would improve the micro game fairness.
<a href="http://uppix.net/5/4/b/f07854fd579da3f5d21b7e3d01af2.html" target="_blank"><img src="http://uppix.net/5/4/b/f07854fd579da3f5d21b7e3d01af2.jpg" border="0" class="linked-image" /></a>
Marine: Improve the feeling of being in a Exo. Un-allow camping in a map corner. Encourage Exo movement, and protection.
Kharaa: Offer safe attack positions opportunities around the Exo.
This blind spot would only be exploitable by Skulk, Lerk and Gorge (with the risk of being killed while crossing the field of view first), since Fade and Onos are too tall.
* The second thing, as small Kharaa, it happens often for marines to jump on your back when you are trying to bit them. The top of your screen being obstructed by your jaw, it is more confusing for you to track them, than the marines to track you, while stepping on your back. My suggestion here, is to make the marines drift from Kharaa back so they become as much disoriented as you. Stop Kharaa poney deadly party :(
Comments
Jetpacks atm are useless against skulks and fades.
Leaping Skulk > Jetpack Marine
A good Gorge can just bilebomb the exo suit.
Jetpacks atm are useless against skulks and fades.
Leaping Skulk > Jetpack Marine<!--QuoteEnd--></div><!--QuoteEEnd-->
Exo has a low skill ceiling whereas jetpacks have a high skill ceiling. Thus, a newbie marine can do a lot more with an exo suit and respectively a skilled marine with a jetpack is much more effective. Currently all competitive play favours jetpacks heavily, with only the occasional one exo thrown into the mix in late games. Even then, the exo is often bought at a front line proto lab that has been set up by the jetpack marines, because it's disadvantages are really hard to work with when playing against a good opponent.
As to being useless against skulks and fades: They are a marked improvement on the marines ability to stay alive, and while the marine stays alive, they have a chance of shotgunning down any lifeform. Shotgun by the way is the best weapon for countering skilled fades. Even dual exo is usually less effective, because it's damage is easier to anticipate and thus it is easier to time escape blinks.
Jetpacks atm are useless against skulks and fades.
Leaping Skulk > Jetpack Marine
A good Gorge can just bilebomb the exo suit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Except with the adrenaline nerf a skulk doesn't regen energy fast enough to take out a JP unless he does it within the first 5 seconds. A few leaps to a JP and then a skulk is grounded waiting for energy
30 damage over the whole duration of a bile is hardly decimated when you consider its 9 shots to kill a gorge in an exo. You only need to bile him 15 times and hope noones repaired him in 2 seconds....
Jetpacks are exeptional tools, they are so cheap and let a single marine fight much higher res forms very easily. Shotgun jetpack marine can take out a similar skilled fade easily enough if you can aim, jetpack totally negates onos, makes it very difficult for skulks, lerks are pathetic and gorge wont kill you. They also allow you to do horrific damage to some alien bases, thinking about generator or cargo here for example.
They have a lot of drawbacks. Now here's my question: What's the drawback to a Fade or Onos compared to a Skulk that doesn't apply to the Marine/Exo situation? (By that I mean, larger hitbox, high res cost, etc doesn't count)
Before i could just jump around the rines and hold my mouse1 and if the rines were BAD i got all 2-3 of them.
You could even hit 2 rines in 1bite..
But i didnt like in Ns1 that Skulk was useless when rines had armor 1&2, but i think Skulk should be able to evolve so they get spikes or something on their model.
So they maybe do twice the damage?
In case you didn't notice the tweet, there is an actual problem with skulk bite registration on the last update...Of which they said they have fixed it so im assuming it will be better with the next update
Pros:
-Lots of health at Armor lvl3
-<u>Extremely</u> high ranged damage
-Rocket feet
Cons:
-Expensive
-Slowest unit in the game
-Can be killed by Bile Bomb
-Can't Phase
-Can't be beaconed
-Can't be health packed
-Can't be nano shielded (I think?)
-Can't repair at armory
-Can't be exited
-Can't build structures
-Can't repair other players/structures
Exo is fine IMO. Takes teamwork to kill them and it takes teamwork to keep them alive.
Actually, it can.
LEARN SOMETHING NEW EVERYDAY
A neck is far more movable then what a double handed gun is.
There is no indication of a hit when playing as alien, and if you bite down really hard on someone or something metal you get a sensation of "Hey, I just bit something".
There really needs to be a little bit of 'auto-aim' on skulk and lerk to make this game 'playable'.
It used to. Now looks like it can't.
We thought we were prepared, two dedicated bile bomb gorges and plenty of fade and skulk harassers to try to keep them at bay. I think there were two double mini gun exos and maybe one or two welding marines.
Our bile bombs didn't do squat, with both of us constantly keeping up the biling. They were able to push into terminal hive from landing pad even with all our hydras and whips at the door. Don't think bile bomb is such a huge threat to exos. The exo rush starts a complete base race as it is nigh impossible to actually stop the rush, exos just deal too much damage. Especially if one exo is covering another. They should have an up/down max viewcone and should probably turn slower as well.
The marine team needs to be balanced around teamwork.
We thought we were prepared, two dedicated bile bomb gorges and plenty of fade and skulk harassers to try to keep them at bay. I think there were two double mini gun exos and maybe one or two welding marines.
Our bile bombs didn't do squat, with both of us constantly keeping up the biling. They were able to push into terminal hive from landing pad even with all our hydras and whips at the door. Don't think bile bomb is such a huge threat to exos. The exo rush starts a complete base race as it is nigh impossible to actually stop the rush, exos just deal too much damage. Especially if one exo is covering another. They should have an up/down max viewcone and should probably turn slower as well.
The marine team needs to be balanced around teamwork.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the big drawback is that it can neither beacon nore phase. A better counterstrategy than shielding would propably be starting an offense far away from those exos. If you face them the way they want you to, you will lose.
Problem here is that 1-2 exos can take out a base much quicker than even a full team of fades/skulks (gorges take too long to actually get to the marine base). And when add in the ability to beacon your non-exo marines to defend, the base trade situation (in my experience) tends to favor the marines since they can defend, then pahse back to repair/support the exos).
Before i could just jump around the rines and hold my mouse1 and if the rines were BAD i got all 2-3 of them.
You could even hit 2 rines in 1bite..<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah lets leave the left mouse button holding for the marines.
Sorry but the skulk nerf coupled with the hitreg issues make for a major issue, its hard enough to time the bite as it is.
claiming aliens simply spawm left mouse is totally ignorant as melee based combat requires getting to target before spamming left mouse.
Marine combat doesn't.