<!--quoteo(post=2044564:date=Dec 12 2012, 02:22 PM:name=gnoarch)--><div class='quotetop'>QUOTE (gnoarch @ Dec 12 2012, 02:22 PM) <a href="index.php?act=findpost&pid=2044564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->9 onos with the game before any healing is ever required. IF not the alien team is doing something entirely wrong<!--QuoteEnd--></div><!--QuoteEEnd-->
Nine Onos? Sounds like the Marines are doing something far more wrong than the Aliens...
<!--quoteo(post=2044564:date=Dec 12 2012, 03:22 PM:name=gnoarch)--><div class='quotetop'>QUOTE (gnoarch @ Dec 12 2012, 03:22 PM) <a href="index.php?act=findpost&pid=2044564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->9 onos with the game before any healing is ever required. IF not the alien team is doing something entirely wrong<!--QuoteEnd--></div><!--QuoteEEnd--> If the entire alien team stayed skulk the whole game and they survived long enough to get 75 res, they earned it.
<!--quoteo(post=2043578:date=Dec 11 2012, 09:46 AM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Dec 11 2012, 09:46 AM) <a href="index.php?act=findpost&pid=2043578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thank you for this well written report on why you think there should not be a limit, i especially enjoyed how you outlined the balance and fun limiting issues in the finer points. Not many people go to this sought of effort, thank you.<!--QuoteEnd--></div><!--QuoteEEnd-->
Might be worthwhile to add an exo count when a marine is in the prototype menu. Not sure if it would actually help but I know on aliens I might not hit tab and think through what I want to buy but when I go to hit lerk and see there is already 3 I'll decide to back off. Mostly helpful with gorges that you don't want half a team of, much like exos.
Agree with not hard coding it. As a comm you can and should leave exo research until very last. I still see too many comms go for exos before Jet packs!
Maybe they could add to the list of tips during map loading something like this: "As a marine in an exo suit, you can not be beaconed, it's good to have at least half of your team able to be beaconed at any time"
After reading some of the posts, I'm willing to concede that hard coding it wouldn't be the best idea. However something like a commander restriction (mentioned above somewhere) where the commander is able to control the number of X weapon/prototype would be nice.
<!--quoteo(post=2044680:date=Dec 12 2012, 03:16 PM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Dec 12 2012, 03:16 PM) <a href="index.php?act=findpost&pid=2044680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After reading some of the posts, I'm willing to concede that hard coding it wouldn't be the best idea. However something like a commander restriction (mentioned above somewhere) where the commander is able to control the number of X weapon/prototype would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is called PERSONAL resource for a reason. Commanders have tres to manage, pres belongs to marines only and it represents their say in how the team's income is spent. You can make suggestions but the final decision is and should be theirs. Your soldiers are real people who don't always go where you right click, that's what distinguishes this game from a traditional RTS.
<!--quoteo(post=2044718:date=Dec 13 2012, 11:38 AM:name=nailertn)--><div class='quotetop'>QUOTE (nailertn @ Dec 13 2012, 11:38 AM) <a href="index.php?act=findpost&pid=2044718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is called PERSONAL resource for a reason. Commanders have tres to manage, pres belongs to marines only and it represents their say in how the team's income is spent. You can make suggestions but the final decision is and should be theirs. Your soldiers are real people who don't always go where you right click, that's what distinguishes this game from a traditional RTS.<!--QuoteEnd--></div><!--QuoteEEnd-->
All I have to that is PRES is dumb on marines, *whistle*.
<!--quoteo(post=2043537:date=Dec 11 2012, 01:43 PM:name=bERt0r)--><div class='quotetop'>QUOTE (bERt0r @ Dec 11 2012, 01:43 PM) <a href="index.php?act=findpost&pid=2043537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It could be an experiment to have the commander set the maximum/preferred amount of each weapon he would like his team to carry. For example max 1 gl, max 1 flamegunner max 3 shotguns, max 2 exo, unlimited jetpack.<!--QuoteEnd--></div><!--QuoteEEnd--> Okay so I assume when a marine gets killed or drops his weapon, another marine can get one from the armory right?
So basically, if one guy buys weapon type A, drops it, his buddy can get the same weapon type from the armory and the first repickups his dropped weapon
arbitrary "class" limits are silly - the game should be balanced in a way where it's either not an intelligent decision to have everyone go exo (the same extends to shotguns and GLs, Fades and Onos), or it's a beatable strategy
and it already is sort of like that with the inability to be beaconed, so it's fine
Yea the freedom is what makes it fun you can do anything. It's like saying aliens should have restricted onos, fades, lerks, and gorges to make sure people do not play the unneeded lifeform. Real fun when your team wants the onos to die so they can onos. Or teamates who want to play an exo do not weld so they can get an exo. Ridiculous line of thinking.
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x
<!--quoteo(post=2044925:date=Dec 13 2012, 04:32 AM:name=MuckyMcFly)--><div class='quotetop'>QUOTE (MuckyMcFly @ Dec 13 2012, 04:32 AM) <a href="index.php?act=findpost&pid=2044925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another post made after you lost to an exo rush?
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2044974:date=Dec 14 2012, 01:06 AM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Dec 14 2012, 01:06 AM) <a href="index.php?act=findpost&pid=2044974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lol, threads like this make me laugh. "Yeah, let's nerf the marines even more because they should win a single game... EVER!"<!--QuoteEnd--></div><!--QuoteEEnd--> reminds me of beta when everyone cried about fade being op now look what happened to it
Make dual Exos cheaper to research and work with 1 comm chair. >Each Proto lab can support 1 Exosuit >You can have one Proto-Lab per comm chair >>Research availible, with two comm chairs you can make proto labs support up to 2 exos each.
Keeps the Exo rush toned down considering how powerful they are, and makes them more of a support tool than an all-marines-go-exo tool.
<!--quoteo(post=2043604:date=Dec 11 2012, 10:26 AM:name=nailertn)--><div class='quotetop'>QUOTE (nailertn @ Dec 11 2012, 10:26 AM) <a href="index.php?act=findpost&pid=2043604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very useful thread. Now let's open another 99 for the rest of the mistakes a team can make and have UWE hardcode limitations to stop dumb people from doing them.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was looking for the right way to say that, you nailed it.
<!--quoteo(post=2044925:date=Dec 13 2012, 11:32 PM:name=MuckyMcFly)--><div class='quotetop'>QUOTE (MuckyMcFly @ Dec 13 2012, 11:32 PM) <a href="index.php?act=findpost&pid=2044925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another post made after you lost to an exo rush?
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you missed the point of the thread sir. Makes me think you didn't actually read any of the posts, just the title and make assumptions.
Comments
Nine Onos? Sounds like the Marines are doing something far more wrong than the Aliens...
If the entire alien team stayed skulk the whole game and they survived long enough to get 75 res, they earned it.
i try
Maybe they could add to the list of tips during map loading something like this: "As a marine in an exo suit, you can not be beaconed, it's good to have at least half of your team able to be beaconed at any time"
It is called PERSONAL resource for a reason. Commanders have tres to manage, pres belongs to marines only and it represents their say in how the team's income is spent. You can make suggestions but the final decision is and should be theirs. Your soldiers are real people who don't always go where you right click, that's what distinguishes this game from a traditional RTS.
All I have to that is PRES is dumb on marines, *whistle*.
Okay so I assume when a marine gets killed or drops his weapon, another marine can get one from the armory right?
So basically, if one guy buys weapon type A, drops it, his buddy can get the same weapon type from the armory and the first repickups his dropped weapon
and it already is sort of like that with the inability to be beaconed, so it's fine
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x<!--QuoteEnd--></div><!--QuoteEEnd-->
Give it another go.
reminds me of beta when everyone cried about fade being op now look what happened to it
>Each Proto lab can support 1 Exosuit
>You can have one Proto-Lab per comm chair
>>Research availible, with two comm chairs you can make proto labs support up to 2 exos each.
Keeps the Exo rush toned down considering how powerful they are, and makes them more of a support tool than an all-marines-go-exo tool.
I was looking for the right way to say that, you nailed it.
Limiting is daft, learn to counter exo rush by getting the commander to beacon their welders back and bile the snot out of them. Then watch the forums come alive with exo users crying about wasting 75 pres.
These posts come in waves, its interesting to watch. x<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you missed the point of the thread sir. Makes me think you didn't actually read any of the posts, just the title and make assumptions.