Post Your Ideas Here

loMe
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12 September 2015 - 20:24 CEST
#1
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.
Kelmops_noBM
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23 September 2015 - 19:23 CEST
#2
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.
simple
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23 September 2015 - 19:42 CEST
#3
Kelmops says

- Sentry guns can be placed and build without a battery but still require a battery to function.

What does that accomplish?
Kelmops_noBM
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23 September 2015 - 19:45 CEST
#4

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 ...
Tinki
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23 September 2015 - 20:01 CEST
#5
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.
LyDDa
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23 September 2015 - 20:39 CEST
#6
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...
Tinki
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23 September 2015 - 21:05 CEST
#7
LyDDa says
Make the special abilities of shades, crags and shift researchable on themselves or upgradable on every single building.


Kinda like old ns2 ! This will change the arc/shade hive meta though.
CRaZyCAT
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23 September 2015 - 21:49 CEST
#8
Kelmops says
Sentries


Power Surge is too expensive to use it only for 1 sentry. 1 Sentry absolutely sux. Really, guys, all of you overestimate sentry guns. So power surge on sentries make sense only if you remove its cooldown completely and make its Tres cost lower. But this is not a main flaw of your idea. The main flaw is that idea doesn't make sentry strategy more viable.
Battle.net: CRaZyCAT #222106
Kelmops_noBM
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23 September 2015 - 22:19 CEST
#9
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.
Cr4zy
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26 September 2015 - 10:40 CEST
#10
fix silent hmg
WhySoSerious
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26 September 2015 - 15:08 CEST
#11
Cr4zy says
fix silent hmg


Isn't that a request to CDT? And there are more problems with sound.
In big engagements it's often "lagging" for me (sound) and then half of it goes silent.
There are skulks with celerity sometimes that would also make no sound while b-hoping really fast.

Myx
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17 November 2015 - 14:40 CET
#12
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.
crowbar
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17 November 2015 - 15:23 CET
#13
Myx says
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.

the problem with that is, that the commander could fakebeacon all the time to confuse aliens. i think this would be an overpowered ability.
tudy
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17 November 2015 - 18:53 CET
#14
crowbar says
Myx says
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.

the problem with that is, that the commander could fakebeacon all the time to confuse aliens. i think this would be an overpowered ability.


Indeed, but what if there is a distinct fizzle-sound (hearable from everywhere), that the beacon got cancelled? And you don't get the tres back.

You can confuse aliens less - but still you could. But also it would cost you 10 tres, so the number of repetitions you can do that is quite limited.
Mega
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17 November 2015 - 22:38 CET
#15
crowbar says
Myx says
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.

the problem with that is, that the commander could fakebeacon all the time to confuse aliens. i think this would be an overpowered ability.


It worked fine with fakebeacons all of NS1 time...

how did they do it magic ? ^^

No it was basicly like:
If you beacon and as longer you take to cancel it as more Resources it took out of the 10 res to beacon.

For example:
Beacon takes 5 seconds to go trough.
commander cancels beacon on:

1 Second and cancel so it consums 2 Res
2 Seconds and cancel so it consums 4 Res
3 Seconds and cancel so it consums 6 Res
4 Seconds and cancel so it consums 8 Res
5 Seconds beacon goes trough and costs 10 Res.



That makes it more forgiving and not such a throw for such a small hotkey fail of the commander...
BauerJankins
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18 November 2015 - 11:35 CET
#16
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
tudy
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18 November 2015 - 14:15 CET
#17
BauerJankins says
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...


wow... rly? Because that lesson is so hard to understand?

Commanders don't misclick the beacon because they do not understand the consequences. It would be no problem, if the consequences wouldn't be less severe - the misclick would still be punishing (losing 10 res), but not game-losing. There is no similar mechanic in the game, which punishes a team that hard on a misclick.
Yaluzan
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18 November 2015 - 15:35 CET
#18
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.
Evisuuup
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18 November 2015 - 15:59 CET
#19
tudy says

Commanders don't misclick the beacon because they do not understand the consequences. It would be no problem, if the consequences wouldn't be less severe - the misclick would still be punishing (losing 10 res), but not game-losing. There is no similar mechanic in the game, which punishes a team that hard on a misclick.


Everytime a marine shoots under 30%, the potential misclick is pretty high and severe.. tbhj
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