Alski Syndrome
- Posts
- 183
- Location
- United States of America
- Joined
- 29 June 2014
We'd like to keep this sub-forum nice and clean so we don't want a ton of people posting crazy ideas and whatnot. So, if you have an idea for Comp Mod please post it here. If we think your idea has some potential we may open up a thread to have further discussion.
If you post your idea on a new thread it will be locked and then deleted after a couple of days.
- Posts
- 27
- Location
- Earth
- Joined
- 8 September 2013
I hope this is the right place to post this: I´ve got an idea to bring viable strats for every of the marine opening structures: Amory, Arms Lab, Robo.
This is my idea for the robo because I feel it´s not really viable to use early.
My change:
- Sentry guns can be placed and build without a battery but still require a battery to function.
- Sentry guns can be power surged.
This adds a nice commander micro option to comp. 1 sentry gun doesn´t do that much damage but might be enough to change the outcome of a fight. You could use these sentry guns to zone aliens out of certain parts of a room or hide them and use them to block retreat paths, because they dont make sound until activated. So the liveform can still hear it once activated and evade it but still might be trapped because it´s low on hp.
or:
You could for example place a sentry in your base and powersurge it before you jump out as commander. It will force a skulk to kill it or the skulks will be weak enough for the com to clear it.
With these new defensive and offensive options powersurge gates will (maybe) be seen more often.
These have offensive and defensive uses as well. instead of a beacon just drop a gate and powersurge it with ur marines on the map or use it to suprise baserush with a gate in the alien hive.
This might need a bit of tweaking but I´m really curious what you think about it and I think it has potential to add more strategies to the marine arsenal instead of (arms lab first, 2IP´s mines).
Looking forward to feedback.
- Posts
- 27
- Location
- Earth
- Joined
- 8 September 2013
So you are able to drop a sentry gun for 5 res and then powersurge it for 5res instead of droping a battery first and then a sentry, recycle the battery ...
Fades make more damage, but have less life? So mid skill 6v6 is not alien sided, and high skill 6v6 can still rely on them.
We should adress the high alien winrate in low and med skill games. Marines struggle to finish games.
ELOgain
- Posts
- 44
- Location
- Germany
- Joined
- 31 March 2014
Make the special abilities of shades, crags and shift researchable on themselves or upgradable on every single building.
- Alien could be more variable on tech tree. E.g. on tram. Alien would not be forced to go for shade on the 2nd hive.
- Stay in the hive would be more interesting and useful.
I know it would change the game a lot I think. But it would be a nice thing to have...
- Posts
- 27
- Location
- Earth
- Joined
- 8 September 2013
Jeah I already thought about reducing powersurge cost, remove sentry gun battery entirely or maybe increase sentry gun damage to make single ones viable.
Maybe a different approach: sentry guns do more damage dont need batteries but they are carried by marines "a marine can carry only 1" and deploy it (like gorge building). As I told you it might need some tweaking. (This sentry gun needs robo-tech to be dropped by the commander) because it´s quite a lot stronger than usual sentry guns, it should be quite expensive to prevent spamming it or maybe a limit.
Feel free to post different approaches to this.
- Posts
- 22
- Location
- Russian Federation
- Joined
- 9 January 2015
Maybe add opportunity to cancel beacon? Almost every marine commander action can be cancelled, but beacon isn't. Accidental or incorrect key press can easily occur, but cost of this mistake too much high. Simple -10 tres is more fairly.
nazi hunter izO
- Posts
- 368
- Location
- Paderborn, Germany
- Joined
- 20 October 2013
I strongly disagree wit changing anything about this, if the commander makes this mistake he'll have to learn from it and eventually stop doing it...
http://i.imgur.com/hr1ud2u.png
Admin Abuse
- Posts
- 174
- Location
- Netherlands
- Joined
- 18 November 2012
Most, and i say MOST alien teams disengage once they hear the start of the beacon, which means you can easily just pop it to scare away aliens for just 2 res(for example). tbh it shouldn't be changed. and yes the game should punish you for a missclick, it already punishes you for missclicking when placing meds for example.