Gorge clog walls + minor suggestions

MrNihilMrNihil Join Date: 2013-03-02 Member: 183524Members
After some hours of play I came to conclusion, that gorge clogs are not that useful. Unless gorge constantly recreates them while avoiding fire...
1) Gorge walls can be quickly killed, 3-4 sec with axe/welder, not mentioning exo or flame in mid-late game.
2) Limit of 10, while most doors/passages need 5-6 to just create a barrier above ground, making it impassable (except for skulks/lerks) and killing one makes it all useless.
3) When clog wall is killed, there is like 4 clogs on floor, which marines can pass by and dont care at all.
Its ok when you can constantly renew walls, or just covering building, but the moment you abandon them, they can be bypassed without much effort.

Along with that I got some random ideas too!

What Mr. Nihil suggests:
+Add counter of clogs outside build menu, along with hydra/blabbler count, like <clog_icon>5/10 <hydra icon>3/3 <blabbler icon>6/9, allowing gorge to actually have track of blabblers and other stuff without looking at that build menu (i found manually looking at that uncomfortable). Also gorge can see its own clogs/blabblers in map (to avoid spam, only he can do it or eventually comm).
+For 5res gorge could expand clog limit by 10, so gorge can have 20 clogs total. (this could be overpowered)
+Instead of building new hydra for 3res and killing oldest one when limit is reached, have it cost 1res. I think cost of losing hydra in one place and its maturity + having to build it again is fair price to cover that 2res for new one. ofc this is price for relocation of hydra when limit is reached. New hydras still cost 3res. (gorge uses much res on that me thinks, and player got less res for other mutations)
+Gorge spit could slow marines/exos instead of making snort in their vision. Headshots could additionally blind like they do now. (would give gorge bigger survivability to hit and run away)
+Clogs slow marines they have contact with. (prevent passing them like they were nothing).

Just my opinions, sire.

Comments

  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    Two gorges in nano with hydras + shift = heavy fire required to move
    one gorge in reactor core fighting marines moving from Atr = heavy fire required to move

    A rail gun shot can only do 50- 80 (forgot the exact number) damage to a clog. This is the same fully charged or not.

    Clogs can be used to get to higher places for bile.

    If marines can get though the clog wall without having to break anything, even if it funnels them through a tiny hole, they will (mostly). Put hydras there and spit ambush, boom.

    More reasons needed?


    Also, I think a balance mod tried allowing 20 clogs, it worked better with around 15.
  • CowMeatCowMeat Join Date: 2013-03-02 Member: 183557Members
    I think: clogs should cost resources, chains of clogs should be able to be placed and they should grow over time (to free the gorge up to do other things), and then ten clog limit should be increased to 20.
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