Matured Cysts: Rupture

DisruptionDisruption Join Date: 2012-11-06 Member: 167679Members
Currently, matured cysts have the ability called rupture. If activated by the commander it will blind any nearby marines for 4 seconds. You can verify this info here: <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Cyst" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Cyst</a>

Now, the use of this ability is already super situational, but it has its usefulness due to the fact that marines kill cysts with their Axes. What I wanted to propose is to keep the activit Rupture ability, but also give the matured cyst a passive ability, where it will automatically use Rupture upon death. This will be useful when the commander may not neccessarily have time to rupture an individual cyst when he/she is worrying about more important matters. This passive would allow the cysts' innate ability to still be used when some skulks need help preying on some stray marines. Additionally, it will give infestation that much needed "danger" when a marine is venturing too far into Kharaa territory by themselves.

Comments

  • biggiansbiggians Join Date: 2012-11-08 Member: 168454Members
    edited November 2012
    Okay, so what is the "danger" for the aliens venturing into marine territory then? How about Marine power nodes electrocute skulks right as they break, stunning them for a few seconds?

    That's not really a serious suggestion but now that I've said it I kinda like it... Anyway my point is it has to be an even playing field. There is no innate penalty for aliens attempting to take back marine territory, why should there be one for the marines that requires no attention given? There is no equivalent on the Marine side, so wouldn't that be a bit of a balance issue?
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    I think it's better to keep it as an active ability. Consider it a way to play the commander more skillfully - multitasking is a big part of RTS skill. So I vote nay for dumbing down active abilities.
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    I can certainly see the thought process, but in addition to the reasons that have been pointed out above, it would raise the issue that cysts would <i>always</i> rupture, since it doesn't take them very long to mature. Perhaps if it was a 2 res upgrade, and changed the look of the cyst ever so slightly so as to give marines a warning, it could work. Anything less than that and you'd have all kinds of issues.
  • DisruptionDisruption Join Date: 2012-11-06 Member: 167679Members
    <!--quoteo(post=2018540:date=Nov 10 2012, 12:57 PM:name=biggians)--><div class='quotetop'>QUOTE (biggians @ Nov 10 2012, 12:57 PM) <a href="index.php?act=findpost&pid=2018540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Okay, so what is the "danger" for the aliens venturing into marine territory then? How about Marine power nodes electrocute skulks right as they break, stunning them for a few seconds?

    That's not really a serious suggestion but now that I've said it I kinda like it... Anyway my point is it has to be an even playing field. There is no innate penalty for aliens attempting to take back marine territory, why should there be one for the marines that requires no attention given? There is no equivalent on the Marine side, so wouldn't that be a bit of a balance issue?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you wish to argue that, I have to say land mines, turrets, quick response from a marine using a phase gate plus their 12 second sprint, camping exo waiting for more soldiers before he mobilizes, and distress beacon (if a command station nearby with obs). Versus a whip (which u can stand safely away for most times and other times you can sprint past it to safer spots), a bombard whip (Which i hardly see in games anyways), nearby enemies, hydras (which are killed quickly by a LMG) or freshly respawned skulks whose respawn point is pretty arbitrary.

    And the way I see it, to firmly hold an area as alien, you need to plant a lot of Cysts, you can easily spend well over 15+ team res just trying to hold a spot. That cost stacks up pretty easily. The way I see it, to invest 10-15 resources worth of cysts to get to the next Area, there should be something that make its cost worth it. Now I do not exactly want the cysts to be able to rupture passively as they are matured. But maybe they can passively rupture after gaining a second hive, or maybe after 5-6 minutes has expired in the game.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    i didn't even know that it existed after 60 hours of play.

    i really like the idea and the extra control for the alien commander, but without experiencing it first hand from the marine side i can't really determine its significance.


    making it automatic would be annoying - and the ability would need to be weak to compensate for the lacking apm requirement. not to mention they require 1 res to pop. you're at 39 res, waiting to place a hive and the marines kill 4 cysts and you 'automatucally' go down to 35 all of a sudden... annoying.

    it would be like making medpack/ammo drops 'automatic' :P
  • IdlerayIdleray Join Date: 2012-10-04 Member: 161464Members, Reinforced - Shadow
    It's way too situational and requires too much awareness for very little reward.

    I think cysts could be improved a lot more. There are many possible ways to make not only the placement of cysts more strategic, but also the destruction of them more strategic.

    Currently cyst placement for the Khammander amounts to busywork. Make cysts(or infestation) more interactive with both aliens and marines.

    For the Marine team it is either ignored by vets/ killed when there's literally nothing else to do while you wait in a room for buildings or something, or newbies get tunnel vision on them because the Comm won't give them orders and they don't really know what to do.
    Expand on the "dies when severed" idea with cysts so that it is more of a necessity when destroying them.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you wish to argue that, I have to say land mines, turrets,<!--QuoteEnd--></div><!--QuoteEEnd-->
    Lerk / Gorge makes short work of these (skulk parasite on mines too if you really want)
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->quick response from a marine using a phase gate plus their 12 second sprint<!--QuoteEnd--></div><!--QuoteEEnd-->
    Skulks get leap / fades of their own sprint ability so does Onos, Gorges have slide, lerks can go faster than all those bar fades with blink.
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->camping exo waiting for more soldiers before he mobilizes<!--QuoteEnd--></div><!--QuoteEEnd-->
    Camping EXO easily killed.
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and distress beacon (if a command station nearby with obs).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Aliens can have a forward spawn with shift hives and cloak.
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Versus a whip (which u can stand safely away for most times and other times you can sprint past it to safer spots), a bombard whip (Which i hardly see in games anyways), nearby enemies, hydras (which are killed quickly by a LMG) or freshly respawned skulks whose respawn point is pretty arbitrary.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Bombard's are hugely useful! I've just started upgrading to these and positioning them so they're JUST a tad closer in range than whips... 2 of them + 2 normal whips are quite deadly. Add in 2 crags supporting the bombards and normal whips and they survive for a looooong time with self-heals.

    Marines don't have that. Take down the Sentry Battery and the turrets are out of action. Combined with the very small radius you can place turrents from the sentry, you cannot position them to cover every single entry like you can whips.
    <!--quoteo(post=2018960:date=Nov 11 2012, 11:10 AM:name=Disruption)--><div class='quotetop'>QUOTE (Disruption @ Nov 11 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2018960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the way I see it, to firmly hold an area as alien, you need to plant a lot of Cysts, you can easily spend well over 15+ team res just trying to hold a spot. That cost stacks up pretty easily. The way I see it, to invest 10-15 resources worth of cysts to get to the next Area, there should be something that make its cost worth it. Now I do not exactly want the cysts to be able to rupture passively as they are matured. But maybe they can passively rupture after gaining a second hive, or maybe after 5-6 minutes has expired in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Plant Whips + 2-3 Crags in a group... and buildings will survive without cysts.

    Then you throw shades into the mix with strategic placing and no-one knows! :D
  • drilltoothdrilltooth Join Date: 2012-11-12 Member: 170096Members
    edited November 2012
    as it is, it's nigh-useless, far as I can tell. I do like the idea of command-triggered aoe effect. Perhaps even tie it in with the hive type, corrosive, parasite, or web bomb. again, has to be mature

    and, perhaps give the marines something like node overload. cuts power from the room for a few ticks, but would kill a skulk chewing on the box. so becomes a bit of a tactical choice.
    (sort of like the electric feild of NS1, but as a quick-response more than permanent upgrade)
  • RegnRegn Join Date: 2012-11-01 Member: 165335Members
    edited November 2012
    Turning this active ability into a passive ability will only make marines let the last whack to the cyst be a bullet from a distance thereby rendering the ability useless. It is much better if the alien commander is more observant and reactive, that way the marines will get surprised once they are opposed by a good alien commander.
  • DisruptionDisruption Join Date: 2012-11-06 Member: 167679Members
    <!--quoteo(post=2021748:date=Nov 13 2012, 01:17 AM:name=Regn)--><div class='quotetop'>QUOTE (Regn @ Nov 13 2012, 01:17 AM) <a href="index.php?act=findpost&pid=2021748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Turning this active ability into a passive ability will only make marines let the last whack to the cyst be a bullet from a distance thereby rendering the ability useless. It is much better if the alien commander is more observant and reactive, that way the marines will get surprised once they are opposed by a good alien commander.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Less bullets in a marines' clip? Sounds good to me. And I said that it can be actively ruptured, but as well as passive. So if they want to go in for a couple of whacks, they are still welcome to. They just better hope that the commander isn't watching.
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