Thoughts on SG balance?
Samus1111111
Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
Ok, just wondering what people think of SGs right now.
Personally, I don't really have to much of a problem with them vs. fades/onos, but for any of the lower/mid lifeforms, I believe they are too strong. Specifically when you're talking about skulks. If aliens don't go crag/cara first, a SG rush is very effective. 1-shots are pretty common and require no skill and allow marines to lock down locations relatively easily preventing aliens from expanding. If aliens didn't go crag first, they're pretty screwed against a decent marine team since skulks are being 1-shotted left and right and it takes 2x+ the number of skulks to take down marines.
I am completely against any form of 1-shotting in any game. More so when no skill is required.
But, I just wanted to ask other people's opinions. I admit that I am definitely not the super uber skulk master, but I consider myself to be decent and don't believe that this should be happening against marines of similar skill. Is this just a case of learning to counter them or is it the balance problem that I see it as.
Personally, I don't really have to much of a problem with them vs. fades/onos, but for any of the lower/mid lifeforms, I believe they are too strong. Specifically when you're talking about skulks. If aliens don't go crag/cara first, a SG rush is very effective. 1-shots are pretty common and require no skill and allow marines to lock down locations relatively easily preventing aliens from expanding. If aliens didn't go crag first, they're pretty screwed against a decent marine team since skulks are being 1-shotted left and right and it takes 2x+ the number of skulks to take down marines.
I am completely against any form of 1-shotting in any game. More so when no skill is required.
But, I just wanted to ask other people's opinions. I admit that I am definitely not the super uber skulk master, but I consider myself to be decent and don't believe that this should be happening against marines of similar skill. Is this just a case of learning to counter them or is it the balance problem that I see it as.
Comments
20res vs 0res. Two 0res skulks can easily take down a shotgunner.
80% of the time I can take down a shotgunner as a skulk as long as I have ANY upgrade.
-Daniel
And? Suggestions can't be debated? It seems to me he can't figure anything out because truthfully, there's probably nothing wrong with the shotgun (nothing <b>glaringly</b>wrong, for the people who are going to inevitably present rebuttals of some sort).
It costs 20 Pres, and to make someone be dead-accurate twice to kill a lowly skulk is ridiculous.
The random spread can feel forcibly artificial at times, but I can only imagine bad things happening if you make it a 100% perfect hit-scan weapon.
I really hope they datamine the ###### out of competitive games. I'd like data for who killed who where how and why (ok, maybe why is asking a bit too much :P)
I'd really LOVE a huge SQL database just filled with delicious statistics. It would make map design and metagame planning SO sweet.
-Daniel<!--QuoteEnd--></div><!--QuoteEEnd-->
Do not agree.
The person has to perfectly line up the shot to do full damage. A Skulk who is constantly bouncing around, and biting at your heels, its much easier said then done.
If they only partially hit the skulk or gorge etc. They only do 40 - 60 damage.
Not to mention its a very expensive price tag.
This has been the best idea I have seen on the forums!
You might as well make lerks and gorges have to eat cysts to shoot more projectiles if you want to limit the ammo so much. 1 cyst per 10 bile bombs sounds fair.
you obviouslt can't be shooting stuff out of your body without replenishing it.
Credit to team, it was you who came up with it right?
<!--quoteo(post=2027650:date=Nov 18 2012, 01:50 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 18 2012, 01:50 AM) <a href="index.php?act=findpost&pid=2027650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Triple the firing rate and cut the damage in thirds. Your SG is still an aim-forgiving to the LMG with the same DPS it had before, but now your enemies have some slim chance to react instead of getting one-shot. Also, the huge clip makes sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was going to suggest increasing the rate of fire and decreasing the damage too, but tripling seems too big of a change. I'd suggest doubling the fire rate and halving damage. At either rate, it benefits skulks the most since they get one-shot too often.
I think a higher rate of fire may actually be more powerful than the current shotgun against higher lifeforms, though. Compared to a fade getting away with a sliver of HP now, a higher RoF may enable a shotty marine to get in more damage as it's running away and seal the deal. This is taking damage falloff into account.
Finally a shotgun that fits it's designed role.. and increases skill requirement to perform well, which consequently makes playing fade or lerk far less frustrating / binary.
I have seen 5 marines taken out with 1 xeno.
If a Skulk can do 5 kills to a ball of death with a single guy. I think 1 shot is justified deterent to suicide skulks late game.
<!--quoteo(post=2027624:date=Nov 18 2012, 12:27 AM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Nov 18 2012, 12:27 AM) <a href="index.php?act=findpost&pid=2027624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SG is Overpowered, there is no point covering that further. The Question is how to deal with it without making aliens feel too strong.<!--QuoteEnd--></div><!--QuoteEEnd-->
I couldn't disagree more on both accounts. Thankfully, the NS2 devs have a good history of not listening to most of these suggestions.
As someone mentioned, with the removal of the HMG the Shotgun has to fill a larger role than it did before. I can't even counter the "no skill" remark, I have no idea what basis you are making that judgment on. Is not tracking a fast moving, small target and firing at the appropriate time to maximize damage and minimize spread not a skillful act?
However fades need a hp buff so they can endure SG a bit, or focus so they can feel like an SG.
I think it was Ceecolonslash, I just spammed it places..... Reminds me of something *Charlie winkwink*.........