Removing cyst spam all over the map is not easy, especially as player count decreases to 6v6. It takes a lot of time/ammo (3 shotgun shells or a full clip of rifle) and during that period whips can be echoed or lifeforms can show up to defend. You can't ignore them either due to the echo issue.
Why do you think that?
They are easily axed down if you dont want to waste any ammo on them.
By cutting them you can deal a lot of damage to e.g. an extractor.
I think it is already pretty easy to kill them.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
I think it could be easier. An entire clip of lmg not being enough to kill a single cyst is pretty ridic. Then we could remove the awful 'Commander must wait' red circles of doom.
Why do you think that?
They are easily axed down if you dont want to waste any ammo on them.
By cutting them you can deal a lot of damage to e.g. an extractor.
I think it is already pretty easy to kill them.
It's not about the ammo so much as the time it takes to do it. Which is shown by the amount of ammo that's needed. If you do axe, you're spending a LOT of time looking down with no gun out just waiting to die.
Agree with @Jekt that if we nerfed their hp we could remove that awful balance UI block. Which doesn't even matter anyway since insta dropped cysts will die in two bullets so if the comm was to spam cysts non stop he'd just lose all his res. WHY DO THEY EXIST?!
Why do you think that?
They are easily axed down if you dont want to waste any ammo on them.
By cutting them you can deal a lot of damage to e.g. an extractor.
I think it is already pretty easy to kill them.
It's not about the ammo so much as the time it takes to do it. Which is shown by the amount of ammo that's needed. If you do axe, you're spending a LOT of time looking down with no gun out just waiting to die.
Agree with @Jekt that if we nerfed their hp we could remove that awful balance UI block. Which doesn't even matter anyway since insta dropped cysts will die in two bullets so if the comm was to spam cysts non stop he'd just lose all his res. WHY DO THEY EXIST?!
Funny thing is: If you place a cyst somewhere else, and the automatic cysting happens to place a cyst of the chain in the red circle, it will not die (afaik). I, too, think it's pretty pointless.
No I kinda like that if I can buy time for my cysts to grow they're more durable, also as a marine killing a chain of freshly dropped cysts is satisfying because you know you wouldn't have been able to do that if you came later.
Also I always bother to kill harvester cyst before the harvester, so in that regard the hp seems fine.
Why was red doom circles implemented in the first place, can't remember. Somekinda problem with spam?
And yes, a single cyst is not too much to kill next to a node or anything. It's when the kham has cysted every room with 10 fucking cysts it becomes rediculous. You simply CAN'T clear the whole room before either A. aliens show up and either stall you indefinitely or kill you after you use bullets, or B. the kham echos whips onto you.
Also, @F0rdPrefect I really hate the auto cyst system as it makes precise cysting so much harder, half the time it wants to connect to some other chain and the other half it just tries to put one in between the cyst you want and the last cyst you have. You should be able to turn it off as an option in the kham UI and use only manual cysting if you wish.
Also the fact that if you drop two chains out of your hive in two different directions only one chain will start growing, the other will not start until the first chain has completely finished, is pretty dumb. But that's for another thread.
I never use my rifle, always pistol and/or axe, and they go down really fast.
If anything I've always thought they should get a tiny bit more health with each biomass. Not much, just enough so a biomass 9 cyst would take a little bit more time/ammo to destroy.
And yes, a single cyst is not too much to kill next to a node or anything. It's when the kham has cysted every room with 10 fucking cysts it becomes rediculous. You simply CAN'T clear the whole room before either A. aliens show up and either stall you indefinitely or kill you after you use bullets, or B. the kham echos whips onto you.
I just ignore the room and break the cysts that lead there. Broken cyst chain = dead cysts.
I just ignore the room and break the cysts that lead there. Broken cyst chain = dead cysts.
No, broken cyst chain means the first cyst in the chain will slowly die, and when it has died the next cyst in the broken chain will slowly die. Repeat. They don't all just start dying unfortunately (they should). So a broken cyst chain can stay up a LONG time if it has enough cysts some way through it.
It is really tedious to kill cysts in a 6v6 when the alien comm is swimming in res in mid / late game. You often don't have the time to kill the cysts, because you are either pushing for harvesters /upgrades / hives or already awaiting the aliens where you can't pull your axe out to kill cysts.
I'd say keep the current health, but increase the damage over time for unconnected cysts.
Not even through sheer number tweaking, but so that the second, third and maybe forth cyst also receives (reduced) damage over time.
Aliens would have to heal (or recyst) their cysts more often or risk to suddenly lose bigger parts of cyst chain throughout the game.
It is really tedious to kill cysts in a 6v6 when the alien comm is swimming in res in mid / late game. You often don't have the time to kill the cysts, because you are either pushing for harvesters /upgrades / hives or already awaiting the aliens where you can't pull your axe out to kill cysts.
I'd say keep the current health, but increase the damage over time for unconnected cysts.
Not even through sheer number tweaking, but so that the second, third and maybe forth cyst also receives (reduced) damage over time.
Aliens would have to heal (or recyst) their cysts more often or risk to suddenly lose bigger parts of cyst chain throughout the game.
That won't work when all the comm has to do is drop a cyst to make them "connected" again, stopping them taking damage, then you kill the cyst again only for a repeat. They just won't die fast enough and the time it takes isn't worth it. Let us fucking kill them with weapons.
I think they should be even stronger but hold a greater value to the alien team (infest larger areas or take out lights for example) and have a greater reward for destroying them. ps. Darn them flamethrowers popping cysts like corn..
And yes, a single cyst is not too much to kill next to a node or anything. It's when the kham has cysted every room with 10 fucking cysts it becomes rediculous. You simply CAN'T clear the whole room before either A. aliens show up and either stall you indefinitely or kill you after you use bullets, or B. the kham echos whips onto you.
Also, @F0rdPrefect I really hate the auto cyst system as it makes precise cysting so much harder, half the time it wants to connect to some other chain and the other half it just tries to put one in between the cyst you want and the last cyst you have. You should be able to turn it off as an option in the kham UI and use only manual cysting if you wish.
Also the fact that if you drop two chains out of your hive in two different directions only one chain will start growing, the other will not start until the first chain has completely finished, is pretty dumb. But that's for another thread.
That's why you get a flamethrower (yes those have uses!)
It is really tedious to kill cysts in a 6v6 when the alien comm is swimming in res in mid / late game. You often don't have the time to kill the cysts, because you are either pushing for harvesters /upgrades / hives or already awaiting the aliens where you can't pull your axe out to kill cysts.
I'd say keep the current health, but increase the damage over time for unconnected cysts.
Not even through sheer number tweaking, but so that the second, third and maybe forth cyst also receives (reduced) damage over time.
Aliens would have to heal (or recyst) their cysts more often or risk to suddenly lose bigger parts of cyst chain throughout the game.
That won't work when all the comm has to do is drop a cyst to make them "connected" again, stopping them taking damage, then you kill the cyst again only for a repeat. They just won't die fast enough and the time it takes isn't worth it. Let us fucking kill them with weapons.
There could be a delay when "reattaching". Not build time though, so it doesn't mess with the expansion speed.
I dont like cysts altogether, the only good thing about them is that they serve to limit the power of echo, spikes and rupture. Other than that they are nothing but a ball and chain around the alien teams legs/paws whatever.
But as for too much hp, not if you bring a flamer.
What I wana see is something for the commander when they drop a cyst. Like a ring around the cyst showing how far out it will reach when attempting to put it down. Kind of like the ring around the obs but you get to make sure the cyst you put down reaches everywhere you want it to.
This^
I suggested that like 5 months ago. It would have been more important when you couldnt build on infestation but still. I think it would be nice to see the overlap.
Comments
They are easily axed down if you dont want to waste any ammo on them.
By cutting them you can deal a lot of damage to e.g. an extractor.
I think it is already pretty easy to kill them.
It's not about the ammo so much as the time it takes to do it. Which is shown by the amount of ammo that's needed. If you do axe, you're spending a LOT of time looking down with no gun out just waiting to die.
Agree with @Jekt that if we nerfed their hp we could remove that awful balance UI block. Which doesn't even matter anyway since insta dropped cysts will die in two bullets so if the comm was to spam cysts non stop he'd just lose all his res. WHY DO THEY EXIST?!
Funny thing is: If you place a cyst somewhere else, and the automatic cysting happens to place a cyst of the chain in the red circle, it will not die (afaik). I, too, think it's pretty pointless.
Also I always bother to kill harvester cyst before the harvester, so in that regard the hp seems fine.
Why was red doom circles implemented in the first place, can't remember. Somekinda problem with spam?
And yes, a single cyst is not too much to kill next to a node or anything. It's when the kham has cysted every room with 10 fucking cysts it becomes rediculous. You simply CAN'T clear the whole room before either A. aliens show up and either stall you indefinitely or kill you after you use bullets, or B. the kham echos whips onto you.
Also, @F0rdPrefect I really hate the auto cyst system as it makes precise cysting so much harder, half the time it wants to connect to some other chain and the other half it just tries to put one in between the cyst you want and the last cyst you have. You should be able to turn it off as an option in the kham UI and use only manual cysting if you wish.
Also the fact that if you drop two chains out of your hive in two different directions only one chain will start growing, the other will not start until the first chain has completely finished, is pretty dumb. But that's for another thread.
I never use my rifle, always pistol and/or axe, and they go down really fast.
If anything I've always thought they should get a tiny bit more health with each biomass. Not much, just enough so a biomass 9 cyst would take a little bit more time/ammo to destroy.
I just ignore the room and break the cysts that lead there. Broken cyst chain = dead cysts.
No, broken cyst chain means the first cyst in the chain will slowly die, and when it has died the next cyst in the broken chain will slowly die. Repeat. They don't all just start dying unfortunately (they should). So a broken cyst chain can stay up a LONG time if it has enough cysts some way through it.
I'd say keep the current health, but increase the damage over time for unconnected cysts.
Not even through sheer number tweaking, but so that the second, third and maybe forth cyst also receives (reduced) damage over time.
Aliens would have to heal (or recyst) their cysts more often or risk to suddenly lose bigger parts of cyst chain throughout the game.
Also something that is so important for the aliens shouldnt die after a few bullets.
That won't work when all the comm has to do is drop a cyst to make them "connected" again, stopping them taking damage, then you kill the cyst again only for a repeat. They just won't die fast enough and the time it takes isn't worth it. Let us fucking kill them with weapons.
I agree.
And thereby opening yourself up to an easy ambush from skulks? No thanks.
Also if they were that important they could cost more than 1 res. Losing cysts is an inconvenience, nothing more
That's why you get a flamethrower (yes those have uses!)
And cost the aliens what? 5-6 tres? Not a big deal
There could be a delay when "reattaching". Not build time though, so it doesn't mess with the expansion speed.
But as for too much hp, not if you bring a flamer.
I suggested that like 5 months ago. It would have been more important when you couldnt build on infestation but still. I think it would be nice to see the overlap.