Some balance issues
purephoenix
Join Date: 2012-11-17 Member: 172074Members
<div class="IPBDescription">Leaving these alone will result in monotony.</div><u><b>Early game rush; It's RIDICULOUSLY over-powered.</b></u>
In NS1 this was staved off by shotguns, mines or turrets. All three options in NS2 cost more resources or require research. With the nerf to emergency beacon not instantly respawning dead marines, the game is in a state were a SINGLE skulk can outplay 1-3 marines sticking around in spawn, kill them and take out the CC before they respawn.
Joke all you want about the chances of this actually happening, i've seen it happen 6 times in a row <b>just today.</b>
The added need for marines to stick around base means resource capping is more high risk / low reward. With having to build 2 items to get the resource collection started, marines are vulnerable longer and resource collection teams number in smaller values. This results in more marines dying while building and ergo more towers dying after the initial click, costing 15 res when they die. Even when fully built they don't have enough health to survive the timer inbetween a marine dying nearby, respawning and returning to said res tower. It's guaranteed to go down and that's not right, you can't do the same to an alien res tower.
Turrets and whips aren't actually useful.
Whips don't have a long enough range to worth the 15 res they cost.
Turrets do such little damage that onos/fade can ignore it completely and go straight for the power.
Sentry batteries themselves create blindspots a skulk can get to and take down all 3 turrets simultaneously.
Game Flow is repetitive/monotonous;
Mid to end game needs more than plain onos vs exo. Jetpacks should be just as powerful, regardless of resource costs because they require more skill to successfully kill an onos. Exo you just have to stand there and hold both mouse buttons :Mouth-Breather Style:
And what made those JP's effective was the HMG, why isn't it in NS2? It's large clip and hitscan mechanics is what made it effective, not the dps or range. The Flamethrower is teh complete opposite of an effective weapon and you wonder why nobody uses it? It costs more resources than a shotgun, does less dps, less burst damage, has a shorter EFFECTIVE range AND isn't hitscan.
EDIT: Forgot to mention... what's with the habit of making gunfire glare and blot out your whole screen? The first few times i used a twin MG exo MY GAWD did my eyes bleed.... flamethrower does the same thing.... Seriously, this is the year 2200+ you should have realised polarisation can be applied to marine visors/ exosuit panel and stop that.
Edit #2; Egg locking... it creates twin-vulnerability. Spawning aliens already start disorientated, without upgrades and as skulks. Further hampering them by allowing their spawn rate to get handicapped is a bad design principle. A decent marine will lmg down skulks like no tomorrow in NS1, there's no need to further make them vulnerable by allowing them to egg lock.
Furthermore, it forces static gameplay because the alien com must have the first hive as a shift hive just to stop this. It turns a strategy game into a rinse + repeat system where there's only one true play style because you are practically guaranteed to lose if the marines are anywhere half competant and realise you haven't evolved a shift hive.
Finally, shifting eggs outside of the hive is a prentative that costs resources. In a game where starting resources are already too low to guarantee any kind of early-match security, you're foregoing upgrades and resource towers in a pre-emptive measure that may not even be required.
In NS1 this was staved off by shotguns, mines or turrets. All three options in NS2 cost more resources or require research. With the nerf to emergency beacon not instantly respawning dead marines, the game is in a state were a SINGLE skulk can outplay 1-3 marines sticking around in spawn, kill them and take out the CC before they respawn.
Joke all you want about the chances of this actually happening, i've seen it happen 6 times in a row <b>just today.</b>
The added need for marines to stick around base means resource capping is more high risk / low reward. With having to build 2 items to get the resource collection started, marines are vulnerable longer and resource collection teams number in smaller values. This results in more marines dying while building and ergo more towers dying after the initial click, costing 15 res when they die. Even when fully built they don't have enough health to survive the timer inbetween a marine dying nearby, respawning and returning to said res tower. It's guaranteed to go down and that's not right, you can't do the same to an alien res tower.
Turrets and whips aren't actually useful.
Whips don't have a long enough range to worth the 15 res they cost.
Turrets do such little damage that onos/fade can ignore it completely and go straight for the power.
Sentry batteries themselves create blindspots a skulk can get to and take down all 3 turrets simultaneously.
Game Flow is repetitive/monotonous;
Mid to end game needs more than plain onos vs exo. Jetpacks should be just as powerful, regardless of resource costs because they require more skill to successfully kill an onos. Exo you just have to stand there and hold both mouse buttons :Mouth-Breather Style:
And what made those JP's effective was the HMG, why isn't it in NS2? It's large clip and hitscan mechanics is what made it effective, not the dps or range. The Flamethrower is teh complete opposite of an effective weapon and you wonder why nobody uses it? It costs more resources than a shotgun, does less dps, less burst damage, has a shorter EFFECTIVE range AND isn't hitscan.
EDIT: Forgot to mention... what's with the habit of making gunfire glare and blot out your whole screen? The first few times i used a twin MG exo MY GAWD did my eyes bleed.... flamethrower does the same thing.... Seriously, this is the year 2200+ you should have realised polarisation can be applied to marine visors/ exosuit panel and stop that.
Edit #2; Egg locking... it creates twin-vulnerability. Spawning aliens already start disorientated, without upgrades and as skulks. Further hampering them by allowing their spawn rate to get handicapped is a bad design principle. A decent marine will lmg down skulks like no tomorrow in NS1, there's no need to further make them vulnerable by allowing them to egg lock.
Furthermore, it forces static gameplay because the alien com must have the first hive as a shift hive just to stop this. It turns a strategy game into a rinse + repeat system where there's only one true play style because you are practically guaranteed to lose if the marines are anywhere half competant and realise you haven't evolved a shift hive.
Finally, shifting eggs outside of the hive is a prentative that costs resources. In a game where starting resources are already too low to guarantee any kind of early-match security, you're foregoing upgrades and resource towers in a pre-emptive measure that may not even be required.
Comments
I would like the aspect of aliens having to spend maybe like 1 res for each evolution upgrade as they seem to have more of a res income than marines. or to have HMG's put back into the game. People might say balance but if they get HMG's they wont get exo's for eg its a choice since every other weapon does nothing to an onos these days and it is very rare that a onos does not have a pocket gorge healer.
i have been playing around with mac with emp to wipe out the energy of the onos's and gorges it can work but why the hell should we have to spend so much res to even come below par of them.
there might be typo's and this is very ######y but there is only so much you can tolerate b4 frustration kicks in.
You lost me when you said that JPs should be as strong as exos/onos and only cost 10res.... *facepalm*
A marine with just a jetpack in NS1 stood no chance at killing an onos. He didn't have enough LMG damage or sustained dps. You needed several jp/hmg marines and that was fine, it worked.
The onos could run away and if a singular jp/hmg marine followed, he could simply devour it when it chased him into a low corridor.
The marine could do the same and prevent the onos from entering a locked down hive or spawn. That was simplty accomplished by being too high and therefore out of onos attack range.
The NS1 jetpacks actually gave you a NEED for lerks and fades, whereas now they're only good in big open hives and barely any faster than a celerity skulk. They've taken HUUUUUUUUUUGE nerfs from the NS1 jetpacks and honestly, it was a stupid thing to do.
No reason to use jetpacks = nobody buys them = games are always exo vs onos = gameplay stagnates and becomes boring = people quit and the game gets a bad rep really quickly.
edit for clarity; What i meant samus is usually you need 2-3 jetpack marines with shotguns or flamers. That's fine. But as it stands even 5 are not a match for 1 onos.