Ns: Combat

remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<div class="IPBDescription">Hambone and Spawn Protect</div> Without spawn protection, one team just rushes, kills off the other team, and then spawn camps. There is absolutely no way to come back, and once they get that advantage, they just grab res from a few spawn camps (or win the game). It's also just not any fun whatsoever to be dropped into the game after being dead, and not even have any time to orient yourself and fend off those skulks.
With spawn protection though, there is no spawn camping noobness.

Now, this brings me to my next point: Hambone mode.
I love hambone mode, I wish more servers would do it. Every person I've talked to who has tried it said it was better. Without hambone mode, you are stuck just playing the same thing the whole game, and you can not adapt to new situations.

With it though, you can see an immense amount of variety, and combat doesn't get nearly as boring. If you get bored of being a lerk, you can just change when you die. If the rines decide to start a heavy train, when you spawn again, you could go onos to eat some, or go fade to try to acid rocket them down.

If they suddenly get tons of onos, you could scratch all your other upgrades and just get lvl 3 hmgs, and tear them apart. Fade rush? shotguns. It makes the game so much more fun. If com chair is weak, you can grab a welder and weld it.

Without hambone mode, combat stays exactly the same for 20 minutes or however long the game is, and it just becomes really pointless and boring. But without spawn protection, given a semi-good team, ora couple focused skulks, the game becomes pointless and boring after one spawndeath.

What are your opinions on the matter?

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Have you ever been spawn camped in hambone mode? If a team is in your spawn, then even with your 2-3 second spawn protection, if they are upgraded and you are not, you are finished.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited January 2004
    <span style='color:blue'>***Unlocked.***</span>
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    w00t, my topic has been freed in a better place, with lots of room to run around.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    <!--QuoteBegin-Sarisel+Jan 29 2004, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jan 29 2004, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you ever been spawn camped in hambone mode? If a team is in your spawn, then even with your 2-3 second spawn protection, if they are upgraded and you are not, you are finished. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Perhaps it needs a favourites then? So you can spawn like regular Combat but still have the option to choose a different upgrade path if you will.

    Perhaps spawn with the upgrade path you've choosen, but add a "Clear Upgrades" option to the popup menu and then you can go about selecting a new set.
  • LumpyLumpy Join Date: 2003-08-20 Member: 20026Members
    Possibly allow you to choose your upgrades while you're reinforcing? The time limit would be about right. Lower levels take shorter amounts of time to reinforce, but also have less amounts of upgrades to choose. And the opposite for higher levels. And of course still have some sort of spawn protection. It'd be nice if there was some sort of automatic increase of spawn protection as the hive/CC gets weaker. That would make it quite hard to win though.
  • inninn Join Date: 2002-12-26 Member: 11566Members
    edited January 2004
    I always thought that having the option in the menu to 'undo' your upgrades would be a good idea. This way you have a choice if you want to switch lifeforms or upgrades if you want, and if you don't, then you aren't forced to.

    Also on another note, IMO marines should only be able to get upgraded wepaons/HA/JP at MS. It's the way NS works (marines get equipment at MS while aliens evolve wherever), and I know it's kinda a different game, but I feel it should work the same way.

    *edit*
    Forgot to add on the spawn camping aspect. Currently with the welding situation, spawn camping is the only way to effectively end the game as aliens. It doesn't happen so much to the aliens because the hive dies in no time without a quick way to heal, which is fine IMO. But after 6-8 attempts and getting the CC in the red only to come straight back and its fully healed, spawn camping is the only way to go.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I agree that spawn-invuln is almost a necessity. Spawn camping is simply too devestating and easy to do. If teams respawned in more defined 'waves' invuln could probably be done away with, but as it is, people usually trickle in 2-3 at a time.

    Hambone mode, while allowing teams to change strategy mid-game, removes the need for long term strategy and careful planning of each and every level. It removes any need to compromise early game for late game power, or vice-versa.

    Example: non-Hambone, do I take celerity as a skulk for some early game power, knowing that later in the game my celerity fade wont be quite as good as he could be, or do I grab adrenaline instead (losing some skulking power, but essential for a good fade).

    With Hambone I dont have to choose, I can take what is needed here and now without any regard for future events.
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    I'm assuming that "Hambone" means being able to undo your upgrades and reallocate the points into a different 'setup', so if I get things totally wrong with this definition I apologize.

    I think that this option would be quite nice as it would help people to find their 'style' with various forms without having to devote game after game to find a nice setup and not regret it when they find out that say, Focus is totally useless for their style or Scanner isn't being used as there were no cloakers, or that resupply isn't being used effecitvely cause they are getting 1 chomp KO'd etc...
    There is potential for abuse such as temping to get welders to repair, then swapping it back out or simialrly temping to gorge, webbing thigns up, heal the hive then change back to a lean fighting build. So to address this, I propose that there is a penalty for readjusting your upgrade path or say, one or two levels in addition (possibly) losing all exp you currently have for the next level. That would then allow for the option to readjust your skills in exchange for losing some of that power.
  • FoolishOne9kFoolishOne9k Join Date: 2003-06-11 Member: 17278Members
    If you are able to rechoose your abillitys that ruins most of the point of combat.

    Think about it. You could jsut go super skulk for the first few minutes of the game. Then just go Onos and screw the rine team. A team of onos is gonan destroy the rine team w/o qeustion. <b>Onos</b> is strong but there are few cause you go most of the game weak but in the end your strong. but haveing a storng <b>skulk/lerk </b>then jsut changing to a very strong <b>fade/onos </b>would be kinda lame.

    For the rines it would be cheap to. You coudl jsut get <b>HA</b> for the first few minutes till aliens gained some level then switch to <b>JP</b> and <b>hmg/nades </b>and blow up everything.

    It ruins most of the point of combat which is fast action with strategy and you have to have a strat to counter most thigns and have your teammates counter the rest.

    Basicly what im saying is rechoosing aiblitys kinda ruins the game.
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