nazi hunter izO
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cysts need huge nerfs and really good ideas if you're not gonna go back to old comp mod
rupture can be tested i guess but i don't think it's gonna be fun to play with
keep bhop
http://i.imgur.com/hr1ud2u.png
I'll chime in since I'm still interested in comp play for this game.
Aliens:
Cysting - This needs to be changed. Cysts should not be 400+ damage to kill. I don't particularly mind them not exploding when the chain is cut. What I do mind is a commander who is competent and knows he/she can just spam this and drop nodes on a broken cyst chain. Simba would have no problem exploiting this. Hell, I did it in the gather we had a few days ago.
We ran into this problem in Div 1 a while back, Cysts were a huge problem since alien commanders couldn't spend their res on anything else impactful. So what followed was just cysts being spammed. That's why they were nerfed in the first place. This needs to be addressed as an overall balance change.
Suggestion:
Option 1.
Revert it to the way it was in the original comp mod. Cysts fully matured had roughly 250 hp. Further away from the hive, longer it took to mature.
Option 2.
Reduce fully matured HP of ALL cysts across the board, don't worry about maturation rate. Roughly 200 hp for each cysts. The cysts would still spread creep at same rate, HP nerf would be needed across the board.
Pres income:
UWE felt the game needed to be more forgiving for newer players. This is not the case for competitive. The Pres income is far too fast. On 4 nodes, it takes a player about 10:30-11:00 minutes to get to onos. That is ridiculous. There are various options you have here. And to be honest, a more radical approach may be the best scenario to balance this mod out
As much as I want to just reduce pres income across the board to what it used to be, I believe this would be the bland approach. It would fix the issue at hand, but what we will get is a stale game that we've all seen time and time again.
This next suggestion will be controversial but I believe it will change the game dynamically in a better way for comp play.
Add in res for kill.
This would totally rebalance the game to something no one can really understand unless we do many play tests. Something I'm willing to do. I don't really want to write a giant post, but I have to get this across. If we added in RFK, it would make people want to get kills. Actually engage more. Make this game more PvP based instead of PvE based. We have a chance here to actually make this game what WE want to make it. And as a competitive player killing stationary targets all game is boring. I'd rather be rewarded with big plays from stopping the opposing team during an engagement. This RFK system obviously is not thought out thoroughly, but that shouldn't be a problem if I can get on board with this mod and playtest it. Timings would be all over the place at first until we figure out how this should be balanced.
TL;DR: Change Pres income across the board. Maybe with RFK. Needs stress testing. Or do boring, bland way and revert to old pres income. Timing is still too fast as it is now.
Focus:
This upgrade seems to be the bane of many players. I believe it is still needed. What I suggested was to nerf this upgrade for skulks. Keep it the same for fades/lerks/onos/gorge. You may need to tweak the damage here and there, but not much...maybe a 5-10% damage decrease.
The only reason I don't want skulks to get full focus potential is because of the hit reg. Shotguns are so random sometimes, you can't always one shot a skulk when you know for sure you landed a dead center shot. This is the ONLY reason why skulks need a nerfed focus approach.
Vampirism: lol..who cares? Tinker with this upgrade if you want...it is vastly under powered compared to focus...
Marines:
Sprint - It got nerfed? WHY? Fix plx
Medpacks - Bring back old medpacks...no reason for new version. Once again, an UWE fix to help new players and be more forgiving...not needed in comp.
That's all I got for now...I'm sure more to follow once I see other posts. Enjoy raging
Has there been any discussion yet on movementspeed? A lot of people were talking before about reducing marine spring or remove it, and then increase basespeed for marines. I don't know what to suggest there but, I think Wob(?) has been advocating for increasing skulk sneak speed.
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ive said it before, cysts in vanilla are beyond OP.
Reducing cyst HP around the board is plain stupid. You want a marine to decyst half your hive room?
Lets account for the lesser skills teams also, even in a comp mod.
Make cyst HP linked to distance from hive again. THAT worked just fine.
Cysts in combo with myst is beyond OP.. Cysts do not die. Cysts mature (and thus add health and spread infestation faster) with myst. Myst can be dropped anywhere.
Ive used the cyst OPness so much already.. its just OP.
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I did mention it specific as you a flat hp decrease is a bad idea.
The old mod had a gradual decrease depending on hive distance. THAT makes sense.
Flat out reducing cyst hp across the board makes deep alien cyst chains much more vulnerable while we also reduced the options to keep such chains alive.
I am arguing we pick a option which worked, instead coming up with a new one which brings its own whole list of problems.
Team Awesome
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^ do you still think the cysts are bad after playing some 6v6? Let's keep discussion about this in the nsl mod thread on the top of the page. I wanted to make sure you felt like you could respond about it in that thread.
Snoofed
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delete this pleas ehtank you
Snoofed
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cysts are in a good spot. cysts not dying basically made commanding easier and made marine solo pressures really dumb and bad and a waste of time. also echo-ing was broken with cysts that do not die because id just cyst the whole side of the map on jambi, have my skulks bite down the rgith side while marines hold oxy and i could just echo 2-3 rts
let's start the discussion about hive abilities (bilebomb/leap/umbra/metabolize/stomp) and how they stay active after aliens lose a hive containing the biomass required for these abilities to function.
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umbra as hive1 aliens can stomp jetpack pressures or marine walk ins, this would give aliens like 3-4 minutes to recover and get lifeforms back making any hive pressure without arcs pointless.
fades in a crag meta upgrading regeneration (WHICH WORKS IN COMBAT) and having ADVANCED METAB coupled with the increased fade base speed is borderline broken if you involve a gorge/crag/hive to heal the fade.
essentially with 2 of these fades the marines will have approximately 2 seconds (my estimate) to weld each other. and when people dont even know when their teammates take damage half the time, this would really make that "SoLo CaRRy YoLO" Fade impossible to kill in lower divisions
nazi hunter izO
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heal cap's supposed to find its way into vanilla, regen was being wored on to NOT WORK DURING COMBAT
what happened with this @deck?
http://i.imgur.com/hr1ud2u.png
Team Awesome
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heal cap is already in comp mod and yea, I was told it was low priority for vanilla so we made the change to comp mod. Regarding regen in fights, we tried to remove it but it caused issues where you couldn't regen doing other things. I agree it probably should be taken out of the game, I know some people wanted it though. I will look into if we can find a fix for that. The next priority is getting the abilities to be removed once you go under required biomass.
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Can we do something about rounds going past 25 minutes?
Hardcapping fades to 2 and giving them structure damage would go a long way. At least give them full damage against fucking turrets
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That only made me make a post. When trying to solve the fade ball they had two choices. Nerf stucture damage or limit fades.
At least with a fade limit you can actually balance them to not be shit at high-level.
Team Awesome
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Locking thread, use the sticky thread above to discuss the current comp mod.