250, cysts and infestation

alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
edited July 2013 in NS2 General Discussion
I never noticed until this build, but it seems like after a cyst dies the infestation fades extremely quick(i can see why due to the acidic nature, which doesn't really do much damage). The structures that require the infestations seem to die very quick in a matter of mili seconds. My Res node would take damage and still have like 800 hp and the time it would take for the infestation to spread the building would die before it was reached, even using a mist.

Would it not be fair to reduce the time the infestation fades or reduce the damage the structures take while off it.

Comments

  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    This only started happening in build 250 where now its almost impossible to save a res after a cyst dies. Build 249 was a lot slower.

    Hopefully they fix this up because its currently screwed as is.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Yeah, this is how it was intended as far as I know. Before b250 killing a cyst rarely did any good. It took too long for the infestation to recede, and was too easy for the khamm to redrop cysts. The amount of damage a harvester takes without infestation might be slightly overkill at the moment, but I like these changes in general.
  • alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
    i would say more than slighty, 1 marine has a better chance of taking down a harvestor compared to 1 skulk taking down a extractor. The scale seems to tip in the favor of the marines, then with a wait time for dropping a cyst in that same area added...
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    I'm in favor of about 95% of the 250 changes but this is one that has always baffled me. I don't really see why it needed to move so slowly. It's really just a horribly frustrating aspect of alien commanding right now.
  • KattcattisKattcattis Join Date: 2013-01-31 Member: 182683Members, Reinforced - Shadow
    I agree. b250 is goodie. But about this cyst.... just no :(
    If I am to save my harvester I need to have a gorge there quick, or a drifter to build the cyst(rarely makes it in time) or maybe myself as commander jumping out as gorge an keep it alive. It's not like every alien is wearing a healspray(welder) around. Some pubs people are not even up for going gorge until very very late game when they lost lerk/fade/onos and got enough res for gorge. Sometimes that not even happens.
    wellwell, I am accepting it for now but something done with it would make me a happy camper. Just something :)
  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    Better then 249 but needs a little tweeking... maybe increas spread of infestation so you can save the RT if its cleared
  • PimpToadPimpToad Join Date: 2012-11-02 Member: 166005Members
    Neoken wrote: »
    Yeah, this is how it was intended as far as I know. Before b250 killing a cyst rarely did any good. It took too long for the infestation to recede, and was too easy for the khamm to redrop cysts. The amount of damage a harvester takes without infestation might be slightly overkill at the moment, but I like these changes in general.
    You know how frustrating it is to recyst when some nutjob with a JP/FT is burning down your cysts throughout the map? Hell it doesn't even have to be a JP/FT, just some random marine with an axe running around chopping down cysts. It's still pretty frustrating even when the map was finally fixed to properly display cyst chains.

    Quite a number of 'balance' changes to the cyst has rendered the mechanic all but useless to the aliens. Hell it's pretty much a detriment to the alien team at this point and serve no purpose whatsoever other than busy work for the commander and free points for the marines. Well I suppose its still not as bad as the power node. Now that's a troll mechanic!

  • AlkixAlkix Join Date: 2013-07-10 Member: 186046Members
    I agree that the harvesters suffer a bit much with the large amount of damage they take and the slow respread of the infestation.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited July 2013
    @PimpToad

    Well you have to understand, there's a reason why cysts take more time to grow and spread infestation more slowly. It was because pre b250 the alien commander could too often mass expand with ease and drop harvesters everywhere while all the alien players were busy on the attack (mostly when fades came out). So there have been made several tweaks to prevent this sort of thing to some extent. Like slower build rates, slower cysting, and the encouragement of having a gorge on the field.

    Pre b250, killing a cyst on a harvester, or cutting a cyst chain in general also didn't serve that much purpose because it was too easy to recyst, and took too long for anything to take damage.

    Personally, I'd prefer to have slightly faster cysting and slightly less damage to structures off infestation while leaving the building part entirely up to gorges (no drifter builders). But overall, I think the current system is still better than pre b250.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    Now there's a good reason to kill cysts and actually hold the cyst chain.
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    You can place 3 cysts such that should 1 be removed there is still infestation. Same goes for if 2 cysts are removed).

    This means that it is quicker to kill the harvester, but safer to kill the cysts (but takes a longer time for the marines, so safer in the long run, but might be more dangerous to have your axe out in the short run).

    Also if 3 cysts fully mature at the harvester, it takes bloody ages to axe them down. (Axe is quicker then LMG with w0, slower than shotgun but shotgun only has 8 shells)

    I'm surprised no one tries to come up with already implemented features to fix these problems and just cry for nerfs or new features.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2013
    nachos wrote: »
    You can place 3 cysts such that should 1 be removed there is still infestation. Same goes for if 2 cysts are removed).

    This means that it is quicker to kill the harvester, but safer to kill the cysts (but takes a longer time for the marines, so safer in the long run, but might be more dangerous to have your axe out in the short run).

    Also if 3 cysts fully mature at the harvester, it takes bloody ages to axe them down. (Axe is quicker then LMG with w0, slower than shotgun but shotgun only has 8 shells)

    I'm surprised no one tries to come up with already implemented features to fix these problems and just cry for nerfs or new features.

    A flamethrower can kill a cyst in 0.5 second, or three cysts in under 2 seconds. Once a cyst is set on fire, it slowly dies. Welders can take out cysts rather quickly as well.

    Then again, I've always considered flamethrowers overpowered against cysts. It's easier to nerf the biggest culprit (flamethrowers) rather than changing an mostly balanced mechanics (infestation spread speed and infestation "starvation" damage).
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Infestation reduction speed has been doubled from 249.
    Minimum damage off infestation (the exact damage is a percentage of the structures maximum HP) has been increased from 5 to 20.
    Delay after destruction has been added to prevent redrop-spam in a contested area.

    I think it's fine. It makes it actually viable to cut a chain now. And you can keep your dying RT alive slightly longer if you have a Drifter with Mucous Membrane around.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    As alien commander I've saved many res nodes that have been decysted. It's just a matter of speed of the commander and whether or not your team responds effectively.
  • alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
    CrushaK wrote: »
    Infestation reduction speed has been doubled from 249.
    Minimum damage off infestation (the exact damage is a percentage of the structures maximum HP) has been increased from 5 to 20.
    Delay after destruction has been added to prevent redrop-spam in a contested area.

    I think it's fine. It makes it actually viable to cut a chain now. And you can keep your dying RT alive slightly longer if you have a Drifter with Mucous Membrane around.

    Aliens cant do the same, its not like bile bomb stays until a structure is destroyed, forcing marines to go back and weld it before then. and. Also mucus is only available if you have a crag hive. I've played some marine teams that really knew this and took full advantage of this. Some Pub games you never notice it but sometimes it rear its ugly head. I would be fine if they reduce the damage the structure takes.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited July 2013
    nachos wrote: »
    You can place 3 cysts such that should 1 be removed there is still infestation. Same goes for if 2 cysts are removed).

    This means that it is quicker to kill the harvester, but safer to kill the cysts (but takes a longer time for the marines, so safer in the long run, but might be more dangerous to have your axe out in the short run).

    Also if 3 cysts fully mature at the harvester, it takes bloody ages to axe them down. (Axe is quicker then LMG with w0, slower than shotgun but shotgun only has 8 shells)

    I'm surprised no one tries to come up with already implemented features to fix these problems and just cry for nerfs or new features.

    A flamethrower can kill a cyst in 0.5 second, or three cysts in under 2 seconds. Once a cyst is set on fire, it slowly dies. Welders can take out cysts rather quickly as well.

    Then again, I've always considered flamethrowers overpowered against cysts. It's easier to nerf the biggest culprit (flamethrowers) rather than changing an mostly balanced mechanics (infestation spread speed and infestation "starvation" damage).
    Honestly, if there is a flamethrower killing cysts around your harvester, i don't think the negligible infestation damage is the biggest concern. Your harvester will probably die from the flamethrower before the infestation even finishes receding.

    @OP
    Structures off infestation take 2% of their max health in damage per sec. That's a whopping 50 seconds to recyst 1 or 2 cysts - way more than enough time. Even without using drifters to build your cysts, thats like 10/20 seconds to recyst 1/2 cysts. If this is still too long, I suggest using drifters to build your cysts (4 times faster) :).
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited July 2013
    The worst part is that if you put down a new cyst before the old infestation has receded it does nothing. The old infestation keeps receding while the cyst (very slowly) sends out its own new and unrelated infestation. IMO that is not only strange and counterintuative but also bloody annoying, not to mention it LOOKS like a blatant bug even if it is a feature.

    The whole problem is exacerbated (at least in pubs where there are few dedicated gorges) by the slow auto regen of alien buildings. So even if it didnt die this time, when that marine respawns and comes back in like 20 seconds and kills the cyst again it damn well will die, especially since killing a cyst pretty much does guaranteed damage in all but a few circumstances.
  • PimpToadPimpToad Join Date: 2012-11-02 Member: 166005Members
    Neoken wrote: »
    @PimpToad

    Well you have to understand, there's a reason why cysts take more time to grow and spread infestation more slowly. It was because pre b250 the alien commander could too often mass expand with ease and drop harvesters everywhere while all the alien players were busy on the attack (mostly when fades came out). So there have been made several tweaks to prevent this sort of thing to some extent. Like slower build rates, slower cysting, and the encouragement of having a gorge on the field.

    Pre b250, killing a cyst on a harvester, or cutting a cyst chain in general also didn't serve that much purpose because it was too easy to recyst, and took too long for anything to take damage.

    Personally, I'd prefer to have slightly faster cysting and slightly less damage to structures off infestation while leaving the building part entirely up to gorges (no drifter builders). But overall, I think the current system is still better than pre b250.

    I'm not disagreeing that the changes to the cyst made them more viable in terms of game balance (even though in my opinion mass expand is still brain dead easy), but what other purpose does the mechanic serve other than a headache for the aliens? There used to be a time when cysts and infestation actually provided unique gameplay elements that added some diversity to the game. Now? It's a glorified power node.

    I suppose I'm just displeased how unique gameplay elements are being homogenized for the sake of balance. And I'm all for having drifters be consumed when constructing buildings like the Zerg (making alien buildings more expensive to balance out their ability to rapidly expand throughout the map). If you're going to rip off another game, then may as well go copy everything that made what you ripped off unique and interesting.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    I never noticed until this build, but it seems like after a cyst dies the infestation fades extremely quick(i can see why due to the acidic nature, which doesn't really do much damage). The structures that require the infestations seem to die very quick in a matter of mili seconds. My Res node would take damage and still have like 800 hp and the time it would take for the infestation to spread the building would die before it was reached, even using a mist.

    Would it not be fair to reduce the time the infestation fades or reduce the damage the structures take while off it.

    mist doesn't do what you think it does. It does not build anything faster and it does not spread infestation faster. All it does is help structures reach maturity (more HP, bombard whips) and lifeforms evolve faster.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2013
    elodea wrote: »
    A flamethrower can kill a cyst in 0.5 second, or three cysts in under 2 seconds. Once a cyst is set on fire, it slowly dies. Welders can take out cysts rather quickly as well.

    Then again, I've always considered flamethrowers overpowered against cysts. It's easier to nerf the biggest culprit (flamethrowers) rather than changing an mostly balanced mechanics (infestation spread speed and infestation "starvation" damage).
    Honestly, if there is a flamethrower killing cysts around your harvester, i don't think the negligible infestation damage is the biggest concern. Your harvester will probably die from the flamethrower before the infestation even finishes receding.

    @OP
    Structures off infestation take 2% of their max health in damage per sec. That's a whopping 50 seconds to recyst 1 or 2 cysts - way more than enough time. Even without using drifters to build your cysts, thats like 10/20 seconds to recyst 1/2 cysts. If this is still too long, I suggest using drifters to build your cysts (4 times faster) :).

    Damage to structures isn't only the effect of killing Cysts though. It also prevents certain structures and abilities from functioning properly (eg. Whips can't attack, Shades reveal themselves). The ridiculous ease of killing Cysts with a Flamethrower also stifles the potential of infestation acting as a mean to end the game, which would improve the enjoy of the game.

    Alien structures take more than 2% of max health per second. If you walk a structure off infestation, it only takes about 30 seconds to die (over 3% per second). It takes about 50 seconds for a structure to starve to death, starting from the instant the supporting cyst is destroyed.

    All I'm asking for is a very minor but tangible balance tweak, of reducing flamethrower multiplier against "flammable" targets (eg cysts, hydras).
  • alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
    sotanaht wrote: »
    I never noticed until this build, but it seems like after a cyst dies the infestation fades extremely quick(i can see why due to the acidic nature, which doesn't really do much damage). The structures that require the infestations seem to die very quick in a matter of mili seconds. My Res node would take damage and still have like 800 hp and the time it would take for the infestation to spread the building would die before it was reached, even using a mist.

    Would it not be fair to reduce the time the infestation fades or reduce the damage the structures take while off it.

    mist doesn't do what you think it does. It does not build anything faster and it does not spread infestation faster. All it does is help structures reach maturity (more HP, bombard whips) and lifeforms evolve faster.


    Oh, i'm sorry for some reason i thought once cyst were fully matured the infestation reaches its max radius. its a habit...
Sign In or Register to comment.