Balance Mod - Third Iteration theorycraft/ ideas

psico
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7 May 2014 - 19:11 CEST
#31
I only want to balance the problem that you need upgrades to kill fades... you ever tried to kill fades wit w0 and au1 ?

the game always goes in the direction to get upgrades and to get fades... for the marines you cant say ok lets skip upgrades and go for exos. ok you can but this is not a "balanced" game. you can't go exos and for upgrades because the tres and pres system will not work with this. ok make exos cheaper and not so powerful is an idea but why we need this? what will the aliens get for this? everyone said omg no RES for kill in NS 2 thats so stupid. now we have this and everyone says nothing. Maybe it was a wrong idea?

For me the Res System is broken because you have no options to make more than one tactic because the res system gives you not this option.

I dont want to get whips in every room. but i want to see that the alien commander not need to build only rts in the first 15 minutes in the game because to drop a early hive is useless and to risky and gives u nothing because you need the pres and without the rts you get no pres for the lifeforms. but its ok if you stop thinking about make more than change some numbers.

btw: we tested with the balance mod different build times for rts and played with the hp and it was often totally stupid and changed the game dynamic so much im not sure why you want to try this again O.o

btw2: pls remember ns 1... ns 2 is not ns 1. different res system, different engine, different gameplay :/
RioS
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7 May 2014 - 19:45 CEST
#32

rantology says


Should SG continue to hold that monopoly?





We could think about an HMG, the "big late game lmg" from NS1.
Obviously we would need to make the aliens scale overtime (more HP with biomass ? Better metabolize ?)


B1 says


Gorge:
Give gorges bunnyhop. (Herakles /o/)





Thats a great idea, add more fun and skilled reward on gorge.


Jekt says


Reduce time for skulk to evolve upgrade
Reduce alien spawn time
Reduce marine sprint speed
Increase marine RT build timetime
Decrease marine RT health





I think marines sprint is kind of broken yeah.
I dont think we should change timing on aliens spawn or marines building RTs. It would impact the early game too much.
Decrease marines RT health is a reammy terrible idea imo.


Cr4zy_ says


The problem I see with a FT secondary is the ability to destroy some alien (forward) bases with ease. With disabling all structures, stopping healing means aliens have no PvE support, but they will also lose their adren regen speed. If the flamethrower keeps the same mechanics as it has now.
Damage output is minimal for fighting lifeforms, but the adrenaline impact means you just switch to your primary and don't need to worry about being continuously harassed by fades.

The DoT also becomes pretty damn effective, considering if you land enough hits it can deal some serious damage for free. Add that to everything else it does and you're soon becoming a one man army.

The usual counter to all of the stuff the FT does is it being a primary weapon you're limited in your ability to deal damage to lifeforms quickly, if you can just switch to a shotgun where is the weakness in taking a shotgun?





I'm not a big fan of the FT as secondary weapon.
FT effect is too powerfull.
FT and GL are utilities yes, but powerfull ones. I prefere forceing them to have marines covering them.
rantology
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7 May 2014 - 21:00 CEST
#33
Some of my thoughts considering some of the feedback so far:

http://i.imgur.com/lDZXaGp.png

You'd probably need to add additional restrictions to Jetpacks to ensure they remain in the late game (requires 2/2 to research or something).

And to clarify to idea about commander p-res, the comm would start with p-res and gain p-res outside of the hive, but not while inside the hive.
PS_Mouse
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8 May 2014 - 02:46 CEST
#34
Although I think the comm should gain p-res while outside the hive, the comm should still start on 0 (or reduced) p-res. (ditto for marine comm)
This would mean that although they still can't have much of a role in the early-game, they'll be capable of gorging, buying welders or dropping mines as the game progresses.
MuteD
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8 May 2014 - 06:23 CEST
#35
Marine comm won't be outside of the cc that much that he would even gather that 3 pres for a welder so mostly it will help the aliens. Alien comm on the other hand wont gather more res than what is needed for a mid game gorge or a late game lerk. Ofc this is the assumption that they both start from 0 pres.
Kaneh
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8 May 2014 - 08:44 CEST
#36
turning exos into HMGs doesn't seem like all that bad an idea. Give marines the option of just trying to brute force fight onos/umbra/gorge with exos.

Can the cost of the protolab be reduced and the actual jp/exo/dual tech be bumped up? It would make balancing the techs/timing themselves easier and make for a smoother transition. want jps to be late game? just make them cost like 30-40 and 2 min to tech


As for healing, tune down the passive effect of crags and tune thier active effect up? give commanders more things to do

One more thing, change cluster grenades from flammable to structural damage. Provide a cheap alternative to GL/Arc for busting like 2-3 whips+crag. Maybe up the damage a bit but lengthen the trigger delay so it doesn't wreck skulks but still really chews into mass PvE.
Mega
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8 May 2014 - 16:35 CEST
#37
Restrictions = Bad
Possibiltys = Good


Restrictions:
Longer buildtimes for Marines
Remove Marine Sprint
(bouth are in my opinion bad ideas and are hard to balance trough all divisons)


Possibilitys:
Gorge bunny hopping fuck yeah gives him more use
Skulks faster and smaller well ns1 proved it works i guess its a possiblity ;)
Commanders gain pres is welcome but yes let them start at 0 but you know what = more possibilitys
Exo use pgs + cheaper yes and please make welding eachother possible
(not to sure if that will fix the problem that they get easy killed but it helps a bit so)




Now i explain why Heavys/Exos where viable in ns1 and never are in ns2
Lets face the ns1 senario:

HA had nearly the same walking speed as Marines
HA had often a Welder could carrey every Wepon
HA didnt take damage on spores
HA can weld each other
HA where viable if the other team didnt had onos or your team jp/hmg support "kinda" hardcoutner to fades (especialy when they had sgs in the hand)



Lets see the NS2 senario:

(what is hard for me cause i still dont get how to use them properly today):
They are gigantic walking tanks that have to be babbysitted but if doing so they do "tons of damage"
They can defend a area pretty good if they have some sort of backup
(i think thats it)



So in short exos need to be Faster need to use PGS need to get smaller need to change wepons and need to weld each other. (maybe give them something usefull like the being immune to spores but this time make it like being immune to spikes (makes even sense with such a strong armor) )




I fail to put it in words to say why the flamer and gl as secondary wepon idea is bad so i let this stand like this here: Flamers and gls as secondary pistol/welder replacment are bad.

Wob
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8 May 2014 - 17:28 CEST
#38

Kaneh says

turning exos into HMGs doesn't seem like all that bad an idea. Give marines the option of just trying to brute force fight onos/umbra/gorge with exos.




Danger of turning game into "Pick the lerk... GG"


Kaneh says


As for healing, tune down the passive effect of crags and tune thier active effect up? give commanders more things to do




Nice idea


Kaneh says


One more thing, change cluster grenades from flammable to structural damage. Provide a cheap alternative to GL/Arc for busting like 2-3 whips+crag. Maybe up the damage a bit but lengthen the trigger delay so it doesn't wreck skulks but still really chews into mass PvE.




Not sure this is a good idea. You don't want to hard counter PvE when it's currently almost an alien lifeline to stay up with marines (particularly when shotguns are out) and fades aren't up.

A disabler (Things stop working) for 5 seconds would expose a vulnerability and provide an opportunity to decyst the whip or stop crag healing. Would provide less of a "suicide" intent from marine's behalf.
Kaneh
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9 May 2014 - 07:24 CEST
#39


Danger of turning game into "Pick the lerk... GG"




how is that different from now? the issue with lerks/umbra is a completely separate issue.

if the issue is imbalance in late game tech, then aliens need some better lategame options. stomp should truck exos. spores shouldn't be cropduster. stab should actually be useful (maybe make it do bonus damage to structure). And requiring a third hive is silly, should just require massive res investment. 6 biomass 40 res for upgrade or something. That way you could actually get them without having the ridiculous map control 3 hives requires.

disabler grenades would be cool, but that's a completely new grenade. was trying to work within what we already had.
Wob
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9 May 2014 - 10:00 CEST
#40

Kaneh says



Danger of turning game into "Pick the lerk... GG"




how is that different from now? the issue with lerks/umbra is a completely separate issue.





Without umbra vs exos, marines would rip through literally everything. A mediocrely positioned exo and 1-2 marines (+- a mac) could trade an onos.

I'm totally against disablers like stomp/webs/bone wall. Taking power out of another players hands is never a good idea imo. At least you can kill webs/bone wall to somewhat deny the frustration.
ball2hi
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9 May 2014 - 21:05 CEST
#41
I was just told some of the proposed changes yesterday and wasn't happy. I best voice my opinion. I was told the balance mod would have number tweaks to achieve better balance. However, what is being proposed here in this thread (Similar to some of the last thread, v2) are HUGE gameplay changes.

Marine Sprint:
Removing this is a huge gameplay change. Not only will it ruin early-game timings but also remove a gameplay aspect of knowing when to sprint and when not to sprint. Sprinting allows you to accomplish moving faster, but at what cost? Inability to shoot while sprinting, and slightly thereafter, along with making significantly more noise. I understand a few of these things are brainstorming, but just because you think removing a mechanic is cool or even plain hate a mechanic, does not warrant it being added/removed. I've never heard from another player, "Damn, I would have gotten this RT down if that marine wasn't able to sprint.", or rather complain about it. What warrants it being removed?

Alien Comm:
The "defender's advantage" was removed for aliens when we removed egg drops. The marine commander can still "buy" a shotgun with tres. However, I think I've heard many people complain about commander's being on the field, causing frustration of having to fight 6 targets instead of 5, making things harder. If the issue is that Alien commanders feel locked in a boring seat and have little to do, then maybe that should be the focus rather than having them possibly play on the field as a Lerk/Fade mid-game. Aliens also already have the advantage of defending, with infestation abilities, hive healing, and an extra skulk coming from the hive.

Marine techtree progression:
This exo change sounds like a "cool idea" rather than a needed idea. Why try and force an unused mechanic into the game when the alternatives (Shotguns) are always going to be better? I understand the want to implement variety into the game, but in the end when you're in a serious position you aren't going to play with the toys; you're going to stick with what works best. Adding variety can create unforeseen issues.

In essence, just because you like/hate a mechanic or think it'd be a "cool idea" to implement/remove something, does not warrant it. Something should only be addressed if it's an actual balance concern and causes issues, rather than adding things in and hoping they work.

Removing PRes egg drops? Valid, addressed a major concern of allowing aliens to by-pass the game's mechanics. Removing sprint? Unwarranted, where are the balance issues regarding this mechanic?
Kaneh
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10 May 2014 - 03:59 CEST
#42
Here's the thing about 'things for the sake of things'. You need alternate tech routes to prevent the game from becoming stale. Example:
Spoiler
if starcraft was always one unit composition the game would get boring to watch. You actually saw this just before heart of the swarm with zerg going infestor/broodlord every game and only minor differences in the early/mid game. Starcraft fans agreed it was some of the most boring matches ever cause you knew what to expect.


Every game in NS2 follows a pretty predictable path. It is for the long term benefit of the game if alternate tech trees are actually viable. with signifigant investement needed to switch between them.

Just pulling something out of my ass (as in ignore balance issues), but lets pretend marines had a tree that went sprint>shotguns/handgrenades>jp and an alternate one that went GL/FT>gates/arc>exo. You'd actually have to make a choice. if you went early gates you'd probably want to go exo instead of shotgun cause you're already most of the way down that tech path.

NS2 as a whole lacks real tech decisions. There's minor decisions in what to get first, but in the end everyone get the same tech/tools (notable exception in hive choice, but that's an awkward forced decision instead of one constrained to res).
Neoken
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10 May 2014 - 13:53 CEST
#43
Removing the pres penalties for being commander or entering hive/cc would be a good start. I don't see any reason not to.

Making FT and GL secondary weapons to replace the pistol, is an interesting idea. In the end, it could make LMG/FT or LMG/GL marines appear on the field, thus indirectly breaking the shotgun monopoly to some extent. Probably need to tweak damage outputs (should mainly be effective as anti-PvE and not so much as anti-player imo) and increase the time it takes to switch back to your main weapon.

I always liked how sprinting has a vulnerability to it, as in making you louder and the time it takes to switch to your main. Not sure if removing it entirely would be that great, but reducing sprint speed slightly wouldn't hurt I guess.
Kaneh
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11 May 2014 - 06:13 CEST
#44
alright, just throwing some ideas out there. These may be a little extreme, but i think they can generate some good discussion

- make crag/shift/shade tech paths(upgrades) cost much more and not linked to hive. Idea is to remove the artificial gate to one of the only permanent tech progressions aliens have and attach a non-trivial cost. This opens up an entire new path aliens can go down other than get more hives of spam more whips. Alien tech is moving in this direction already, with a more open style of picking and choosing what techs you want at given moments. Makes since since alien pres tech is linear; infinite tres flexibility, constrained pres flexibility.

- in the same vein, shift ability upgrades around so aliens have more late game tech. stomp/spores/stab/web should be tuned so that they're expensive but substantial upgrades to the lifeforms. Remove the third hive gate because three hive aliens have already won the game. The point is to allow access to these abilities if aliens really want to pour tres into emphasizing a lifeform or have just gone into the lategame and need a somewhat reasonable answer to 3/3 jp marines.

- split marine tech into distinct paths. Maybe an 'aggressive' tree a 'defensive' tree and a 'utility' tree. Unlike aliens, marines aren't pres constrained so making their tres tech more constrained seems like a good counterbalance and would also fit in easier with how marine tech currently works.

agressive - sprint as an upgrade, hand grenades, jps, shotguns, catpacks, weapons 2/3

defensive - nanoshield, gates, exo, arc, turrets, armor 2/3

utility - mines, gl, FT, powersurge
Deathcore
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12 May 2014 - 13:20 CEST
#45
ball2hi says
I was just told some of the proposed changes yesterday and wasn't happy. I best voice my opinion. I was told the balance mod would have number tweaks to achieve better balance. However, what is being proposed here in this thread (Similar to some of the last thread, v2) are HUGE gameplay changes.

Marine Sprint:
Removing this is a huge gameplay change. Not only will it ruin early-game timings but also remove a gameplay aspect of knowing when to sprint and when not to sprint. Sprinting allows you to accomplish moving faster, but at what cost? Inability to shoot while sprinting, and slightly thereafter, along with making significantly more noise. I understand a few of these things are brainstorming, but just because you think removing a mechanic is cool or even plain hate a mechanic, does not warrant it being added/removed. I've never heard from another player, "Damn, I would have gotten this RT down if that marine wasn't able to sprint.", or rather complain about it. What warrants it being removed?

Alien Comm:
The "defender's advantage" was removed for aliens when we removed egg drops. The marine commander can still "buy" a shotgun with tres. However, I think I've heard many people complain about commander's being on the field, causing frustration of having to fight 6 targets instead of 5, making things harder. If the issue is that Alien commanders feel locked in a boring seat and have little to do, then maybe that should be the focus rather than having them possibly play on the field as a Lerk/Fade mid-game. Aliens also already have the advantage of defending, with infestation abilities, hive healing, and an extra skulk coming from the hive.

Marine techtree progression:
This exo change sounds like a "cool idea" rather than a needed idea. Why try and force an unused mechanic into the game when the alternatives (Shotguns) are always going to be better? I understand the want to implement variety into the game, but in the end when you're in a serious position you aren't going to play with the toys; you're going to stick with what works best. Adding variety can create unforeseen issues.

In essence, just because you like/hate a mechanic or think it'd be a "cool idea" to implement/remove something, does not warrant it. Something should only be addressed if it's an actual balance concern and causes issues, rather than adding things in and hoping they work.

Removing PRes egg drops? Valid, addressed a major concern of allowing aliens to by-pass the game's mechanics. Removing sprint? Unwarranted, where are the balance issues regarding this mechanic?


I perfectly agree with what has been said above.
I personally feel after reading through this thread that it's mainly people that either haven't played enough with the changes and changed tactics / play style, or it's people complaining that something should be nerfed just because THEY personally have an issue with it.

I agree with almost all of the smaller balancing issues as it wasn't perfect by any means but talking about changing quite major game mechanics because certain techs get used more than others for example is absurd.

I feel that all the techs have their places and it's down to people to strategically use them and don't balance the game so that they get used 'just because', it's not the game's fault that people only opt for one tactic.

Surely if the game was that broken you'd be seeing a great deal more 2-2 Draw games?


But my MAIN concern is not only will drastic changes to the game potentially unbalance things further in unseen ways, you're going to end up reducing the amount of people that will move from Vanilla to Competitive as it'll essentially end up as a different game.

Just my 2p.
w00t
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12 May 2014 - 18:35 CEST
#46
After playing quite a few scrims/pugs/matches on this second iteration i'd first like to say congratulations and thanks for making NS2 a lot more enjoyable. But i do have a few thoughts.

Umbra + Regen Onos is absolutely ridiculous, this is really obvious on tram when the onos is a thousand times more agile than it used to be and level 3 SGs barely dent it. We've had a few scrims where aliens literally just stall on 2 hives and 3 resource towers until they can bring in an onos with lerk support. It isn't even regen that is the problem its that Umbra reduces far too much damage essentially making W3 useless.

In every scrim where we have played against a relatively evenly skilled team, i have yet to see Aliens lose a round with regen + umbra Onos. This has led to several teams continuing the PVE spam along their naturals + a second tech point, and then stalling the marines until they get enough res for an onos.

My solution would be to bring in the HMG (Unused model already ingame) which acts as the marines late game counter.
nezz
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13 May 2014 - 09:47 CEST
#47
There's barely any people making the jump into competiive ns2 as is. Why is that even the concern? The concern should be about retaining the current players. We will lose more then we will gain if there's not some significant changes/gains made.

Only need to look at the premier ensl games. There all boring as bat shit to watch compared to what it was. alot of cheese.
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13 May 2014 - 17:23 CEST
#48
Premier games are like that because we're all coming down from the NS2WC. Teams played/practiced really hard for weeks/months before the NS2WC. Now, as expected after, teams are much less prepared. All of the premier teams playing this season would still probably s tomp all the premier teams of last season. It's just compared to how precise everyone was in the WC, it seems like we're running in slow motion in season 4.
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13 May 2014 - 18:05 CEST
#49
I think most of us in the Premiere division are as what Gorgeous said, we're still a little tired from all the practicing we did and time spent in NS2 prior to the WC. I'm sure once the playoffs hit, it'll rejuvenate the Premiere scene. The regular season is fine and dandy but in the grand scheme of things doesn't really matter. Teams will be trying harder once the playoffs are in motion.

And in regards to boring to watch, then don't watch. I'd much rather watch a 5 minute Premiere game where the marines get caught out of position, than watch a D2-4 where games become stale because both teams have no idea what to do.
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13 May 2014 - 18:22 CEST
#50
This idea comes more as an improvement for pubs (i will be starting a server soon that runs comp mod) but might benefit comp play.

Grenade Launcher:

Primary: Fire a grenade that has a timed explosion and does NOT explode on contact. (It would be nice to "charge" or "prime" the grenade by holding primary fire, but not necessary)

Secondary: Fire a sticky grenade that only adheres to structures. (This grenade will still act as the first when it comes to floors, walls, and lifeforms.)

Imo this will make the GL much more skill based and less spammy. No more catching skulks, lerks, fades in the face with that lucky grenade. This also makes it so you dont have to tweak numbers. If the grenades are made easier to see they will be easy to avoid. The only viable way to kill lifeforms would be catch them near a structure and wall or time a volley down an escape route.
Iots
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13 May 2014 - 20:50 CEST
#51
My mind is going wild with different scenarios, if you could prime nades with the GL demoman style, with 4 nades it would defo be op as fuck, but if you can only do it for 1 it'd make it hellava easier to survive in your a-typical "reloading-gl-i'm-dead" situation.

Very interested to see how that would play out in ns2.
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13 May 2014 - 23:17 CEST
#52
I don't know if anyone is following stats for the recent lifeform changes, but they seem to have destroyed the balance at the moment. In almost all games I've played in so far since those changes, either in div 3 or mercing for div2/1 teams, there has simply been no answer to the never ending stream of lifeforms.
You get the big kills, but no sooner than you need to recap/recoup, and they are up again before you can get the pressure really going. Unless you kill like 3 full waves of lerks and fades, you cannot get enough breathing space to kill harvesters sufficiently to stem the alien res flow.

It might be working for the top teams (I have no idea though as I've not watched any matches for a while), but it's really, really not working at all for the rest of us...
Spa
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13 May 2014 - 23:36 CEST
#53
nezz says
There's barely any people making the jump into competiive ns2 as is. Why is that even the concern? The concern should be about retaining the current players. We will lose more then we will gain if there's not some significant changes/gains made.

Only need to look at the premier ensl games. There all boring as bat shit to watch compared to what it was. alot of cheese.


As a com from the lowest division I watch the games to see different strats, but that has nothing to do with the balance mods...

The HMG would be pretty cool to see it used in game. And I agree with wOOt the umbra/regen onos is pretty much indestructible with a small team.
nezz
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14 May 2014 - 06:52 CEST
#54
Syknik says
I think most of us in the Premiere division are as what Gorgeous said, we're still a little tired from all the practicing we did and time spent in NS2 prior to the WC. I'm sure once the playoffs hit, it'll rejuvenate the Premiere scene. The regular season is fine and dandy but in the grand scheme of things doesn't really matter. Teams will be trying harder once the playoffs are in motion.

And in regards to boring to watch, then don't watch. I'd much rather watch a 5 minute Premiere game where the marines get caught out of position, than watch a D2-4 where games become stale because both teams have no idea what to do.


Fair enough about the downtime from ns2wc. We shall see how the teams perform when it comes to the playoffs. I personally feel like a few premiere players are generally bored of the game. But, thats my general feeling of the current state of the game.

Roobubba, seen this first hand. I'm not to sure the exact lifeform timings after death on 3-5 rts but it can be a serious pain in the butt. I personally liked how your team was punished for losing lifeforms (isn't staying alive a skill????) I think in the vanilla game marine upgrades were just to strong & to easily available which made fades & onos basically useless by the time they come out. The emphasis on fades/onos scaling with upgrades (meta, bonesheild) would've solved this possibly but never saw it come into the game quick enough.




Iots
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14 May 2014 - 11:45 CEST
#55
Doubt these are precise was watching NCIS while taking down the times but should give you the basic timeline.

from 0 res with 3 rts lerk(20res) takes 6:38
from 0 res with 4 rts lerk(20res) takes 5:01

from 0 res with 3 rts fade(35res) takes 11:38
from 0 res with 4 rts fade(35res) takes 8:46

If you let aliens have 5 rt's you're fucked anyways, but the point is, you have your windows to do economic damage and i'm pretty sure the lower division(read less skilled) teams aren't just using their time effectively. Should we care? I don't.


**edited time
PandaClaws
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14 May 2014 - 11:53 CEST
#56
I will admit, I have not actually thought this through very carefully, it just crossed my mind and thought I'd throw it out there.

One of the main problems with jetpack/exo seems to be that it's a heavy initial tres investment in the AA, and that there isn't a natural stepping stone between AA and proto as long as GL and FT remain as they are atm. What if you made the AA unlock all the upgrades (SG, mines and grenades) without researching them individually. In effect so that you save the costs of the individual researches.

A team that wants to utilize mines, grenades and shotguns would have to spend 10+15+20 = 45 tres in individual research costs. If you kept the AA cost at 40 tres, or perhaps lowered it to 30 (Keep in mind the research time for AA takes ages), there would be a real incentive to get the AA even if you don't intend on using GL or FT.

Edit: I've already convinced myself it's a bad idea. No one is going to save up that much tres to get even slower tech. Unless GL or FT is changed in such a way that it is useful early game I suppose.
PandaClaws
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14 May 2014 - 12:19 CEST
#57
Deathcore says

I feel that all the techs have their places and it's down to people to strategically use them and don't balance the game so that they get used 'just because', it's not the game's fault that people only opt for one tactic.

Surely if the game was that broken you'd be seeing a great deal more 2-2 Draw games?


Wrong, it's absolutely a problem with the game itself that people don't use the other options. I don't see how you could even get the idea that it isn't. Obviously players are going to gravitate towards what works.

And we do see a lot of draw games..
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14 May 2014 - 15:41 CEST
#58
PandaClaws says
I will admit, I have not actually thought this through very carefully, it just crossed my mind and thought I'd throw it out there.

One of the main problems with jetpack/exo seems to be that it's a heavy initial tres investment in the AA, and that there isn't a natural stepping stone between AA and proto as long as GL and FT remain as they are atm. What if you made the AA unlock all the upgrades (SG, mines and grenades) without researching them individually. In effect so that you save the costs of the individual researches.

A team that wants to utilize mines, grenades and shotguns would have to spend 10+15+20 = 45 tres in individual research costs. If you kept the AA cost at 40 tres, or perhaps lowered it to 30 (Keep in mind the research time for AA takes ages), there would be a real incentive to get the AA even if you don't intend on using GL or FT.

Edit: I've already convinced myself it's a bad idea. No one is going to save up that much tres to get even slower tech. Unless GL or FT is changed in such a way that it is useful early game I suppose.




It's just way too expensive... you won't be able to utilize mines early game since it costs 40tres. You would rather go towards the tech of armor. After you even tech up to armor this change will just make the armory not even at all useful because you won't benefit from all the things you can purchase if your only around 20~30 pres. + if you purchase shotguns/mines/glflames you would not even have enough res to buy a jp once proto is up. So it's just a bad idea.
rantology
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The Boys
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Balance-Team
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14 May 2014 - 17:14 CEST
#59
Iots says
Doubt these are precise was watching NCIS while taking down the times but should give you the basic timeline.

from 0 res with 3 rts lerk(20res) takes 6:38
from 0 res with 4 rts lerk(20res) takes 4:01

from 0 res with 3 rts fade(35res) takes 11:38
from 0 res with 4 rts fade(35res) takes 8:46


This is mostly correct, the 4rt lerk however should be 5 minutes (you gain 1 pres per minute per RT)


The difference (of 5pres) between the new lifeform costs and the vanilla cost is:

2rt: 2m30s
3rt: 1m40s
4rt: 1m15s
5rt: 1m

in regards to Deathcore & ball2hi, your criticism is welcome- we understand that making any kind of balance mod is going to be stepping on toes regardless of the direction we go with it. If you look at the "Balance mod iteration 2" thread, you will see overwhelming support to continue to go further with the changes - to continue to improve gameplay and tech tree progression. Now, of course this is going to steer the competitive mod away from vanilla ns2- the argument being made is that it is already quite different, changing it further is probably not going to make a big difference in terms of new competitive players wanting to play it or not.

The goal is also not delete mechanics we "hate" or force ideas we think are "cool/unused" into the game - we actively try to avoid changing something just for the sake of changing it - most every change in the current mod looks to address a specific issue. The exosuit, marine sprint, FT, etc, ideas were brought up AFTER an issue was identified - that issue is the very linear progression of the marine tech tree/game flow. In addition to that, the shotgun monopoly can lead to somewhat boring/predictable gameplay a lot of times - coming up with alternatives to the shotgun could open up gameplay choices and the tech tree a bit more.

But like I mentioned in the OP, none of this is set in stone, and everything found in this thread remains purely speculation & theorycraft right now. The feedback & criticism is welcome (though I hope I somewhat explained the reasoning for some of these intimidating/drastic ideas a little better).
Iots
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14 May 2014 - 20:09 CEST
#60
Ah you're right about 5mins for the 4rt lerk, my notes said that too just apparently was sidetracked a bit while posting it :D.

Whats the idea for next update timing wise, since we're entering playoffs don't think most of us want to get different version for semis and finals, as an example.
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