The energy used to parasite is also grossly disproportionate to the damage it does, you should be able to fire perhaps five or six parasites off with a full energy bar.
Interesting idea, would be very useful to pinpoint the location of certain key structures for the rest of the alien team to coordinate directed attacks.
I think changing the nature of parasite at all was a poor decision. Especially after making medpacks remove the para.
I'm still in the habit of parasiting RT's as I approach so that, should I fail to destroy it, my team still see's it on the map. Having parasite time out after 30 seconds seems silly. Yet despite all these changes turning parasite into an significantly limited tool it still devours huge amounts of energy when you use it.
Also it's not just an idea. It used to be that way and it was great.
To be honest, I think it would be a little unbalanced if only one team should be able to "spot" buildings on the map. NS2 is a mix between FPS and RTS, so I would love to see fog of war. All building discovered should show on the map until they get destroyed in my opinion.
Parasite certainly needs a few changes. About the only use for it currently is the para - 2 bite kill early game. I'm ok with medpacks and armories removing it, but the timeout and not being able to para structures seem such silly limitations.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
omg.. para is no longer permanent? I didnt even know. (explains why para targets are always gone).
I agree on this topics idea & all the additions.
Armories already remove parasite. Should be plenty.
I'm on the fence with Armories and Medpacks removing the parasite as well as it fading over time. I don't like it. I would okay with Armories removing it, but the medpack and timed component I don't like.
I am on the fence because I know that, back in NS1 when I got parasited, I would simply go off on a suicide scout run and I am sure I wasn't alone. So as a trade off, I think the armory removing them is enough. The fact that it fades with time is bad enough, but a simple medpack removing it makes it fairly worthless on top of the medpack.
I would also like to see parasites able to affect buildings again.
I'm on the fence with Armories and Medpacks removing the parasite as well as it fading over time. I don't like it. I would okay with Armories removing it, but the medpack and timed component I don't like.
I am on the fence because I know that, back in NS1 when I got parasited, I would simply go off on a suicide scout run and I am sure I wasn't alone. So as a trade off, I think the armory removing them is enough. The fact that it fades with time is bad enough, but a simple medpack removing it makes it fairly worthless on top of the medpack.
I would also like to see parasites able to affect buildings again.
Armories I'm happy with.
Medpack, meh I can understand and it doesn't irk me that much.
Timing I do not like, one bit. Even as a marine it seems cheap, "oh ok guess I'll just walk it off".
I like welder parasite removal the best. duration should be much longer (think 2 minutes) and medkits shouldn't just remove it.
Oh I like that!
Welders remove it from players or buildings. Armories have welders built-in so they to can remove parasites.
The timing I would make indefinite. Means one marine can't sneak around for long, soon as a Skulk sees him they have a really good reason to use parasite, even if they get killed that lone marines going to remain on everyone's map and hivesight. Makes parasite way more useful and makes marines work together more to keep parasites off each other, especially when going for a sneak attack.
I also miss being able to tag buildings. For some balance I think marines should have a smart map, where if one marine spots a structure it stays there on the map until another marine or a scan confirms that its not there anymore.
I like just about all of the ideas in this thread. Parasited buildings, and removed time limits sound great!
If welders were able to remove parasites from people, I think it should take a fair amount of time (like 7-10 seconds). It should be hard to find someone with a welder and get the parasite removed, otherwise parasite would likely become weaker (against good teams) than it is now with the 30 second timeout.
My ideal parasite:
-Only removable by armory
-Infinite life time
-Tags structures until welded to full health/armor
-Energy and delay are fine to prevent spamming in lieu of aim
My ideal parasite:
-Only removable by armory
-Infinite life time
-Tags structures until welded to full health/armor
-Energy and delay are fine to prevent spamming in lieu of aim
I'd by happy with players having it removed by being fully welded as well. Means one lone player can't remove it, and a team have to switch weapons to do it giving you an attack chance.
Comments
Though it should be removable in some way, I'd say with a Welder!
I'm still in the habit of parasiting RT's as I approach so that, should I fail to destroy it, my team still see's it on the map. Having parasite time out after 30 seconds seems silly. Yet despite all these changes turning parasite into an significantly limited tool it still devours huge amounts of energy when you use it.
Also it's not just an idea. It used to be that way and it was great.
I agree on this topics idea & all the additions.
Armories already remove parasite. Should be plenty.
As for the buildings... hmm.. id say weld
I am on the fence because I know that, back in NS1 when I got parasited, I would simply go off on a suicide scout run and I am sure I wasn't alone. So as a trade off, I think the armory removing them is enough. The fact that it fades with time is bad enough, but a simple medpack removing it makes it fairly worthless on top of the medpack.
I would also like to see parasites able to affect buildings again.
Armories I'm happy with.
Medpack, meh I can understand and it doesn't irk me that much.
Timing I do not like, one bit. Even as a marine it seems cheap, "oh ok guess I'll just walk it off".
Oh I like that!
Welders remove it from players or buildings. Armories have welders built-in so they to can remove parasites.
The timing I would make indefinite. Means one marine can't sneak around for long, soon as a Skulk sees him they have a really good reason to use parasite, even if they get killed that lone marines going to remain on everyone's map and hivesight. Makes parasite way more useful and makes marines work together more to keep parasites off each other, especially when going for a sneak attack.
Why does para have a time limit on it? Why can it be removed? Doesn't make any sense to me.
If welders were able to remove parasites from people, I think it should take a fair amount of time (like 7-10 seconds). It should be hard to find someone with a welder and get the parasite removed, otherwise parasite would likely become weaker (against good teams) than it is now with the 30 second timeout.
-Only removable by armory
-Infinite life time
-Tags structures until welded to full health/armor
-Energy and delay are fine to prevent spamming in lieu of aim
I'd by happy with players having it removed by being fully welded as well. Means one lone player can't remove it, and a team have to switch weapons to do it giving you an attack chance.