Snoofed
- Posts
- 227
- Location
- Zimbabwe
- Joined
- 29 March 2010
kash agreeing with bauer? what kinda world is this xDDDDDDDD
anyways, my point for research time is that it was increase the inventive to upgrade mines. the timings of when mines comes out is CRUCIAL to the success of the mines. it wont be seen as a lost cause for commanders to upgrade mines, use them in the early game, which is a different tech choice of 20 tres (building an armory and upgrading mines).
something bauer told me in voice the other night (which i agreed with was) "Mines shouldn't be on the field when lifeforms are up) this means LERKS. lerk spike is insanely strong vs mines and at 30, even 50 hp they would die rather fast without any commitment from the aliens. lerks come up between 2:30-3mins, this leaves mines a 1.5 - 2 minute window for actually being useful
about the deployment time, i think it's a silly way to try a "Balance" the buffs you're giving to mines. what we have to understand is that this option is INEFFICIENT from a commanding point of view. if you're not getting a few skulk pick offs in the first 2 minutes of mines going out, you've essentially wasted 20 res. (@Starcreature, ive seen your tech choice on marines, and it goes a1/a2/w1 when you're feeling really greedy) what nobody is talking about is that, ARMOR2 is LITERALLY THE BEST, AND MOST IMPACTFUL MARINE UPGRADE IN THE GAME.
the fear of "marines putting mines @ their feet when they're about to be crushed" is silly, since if the marine has a GOOD POSITION, and is backing himself up with a mine (5pres cost) why sHOULDNT he be rewarded with killing 2 skulks (and possibly himself since when you stand on a mine you blow yourself up)
- Posts
- 46
- Location
- United States of America
- Joined
- 27 November 2015
New players like me are having trouble shooting mines. Plz increase hitbox.
To compensate, give mines boneshield.
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
The mines probably don't need to be changed. Sure, we could change and test stuff to see if it makes for more interesting tech paths. Not really the point of this mod though. The point is to limit op things and have ns2 play better competitively.
Yes, you could make the argument that the proposed mine changes play better competitively, but that hasn't been proven. I would rather focus on bigger things that need to be right than guessing what could work better with something like mines. Also, it's additional changes that are different from vanilla.
For The Lolz
- Posts
- 314
- Location
- United Kingdom of Great Britain and Northern Ireland
- Joined
- 5 May 2013
Lowering research time I can see the benefit in, but increasing the activation time seems like a pointless change to me.
Changing the cost and the amount you get is probably a good idea tbh, as has been pointed out above, it would allow more control of Pres.
"Out with the gorge, into the ready room" F4 - iSay
LMAO gotcha
- Posts
- 57
- Location
- Tuvalu
- Joined
- 31 January 2014
if mines stay as they arecan we just remove them so I don't accidentally click them ever
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
Let's not go crazy with the mine talk. The idea is noted and will be considered, but I don't think this falls under the main goals of the mod. I also think mines as they currently are still get kills. I also prefer less pve than more or keep the current pve.
In other news, let me know if the abilities being lost once hive goes down (putting you under required biomass) works well. Also let us know if the regen not activating during a fight is working well or not.
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
I will discuss the mines with the other admins. I would be more open to going back to how the mines were in season 9 than trying to balance them around new ideas. I do agree if you were going to try new things, this would be a decent time to do it. I'll see what people think.
- Posts
- 73
- Location
- SAIGON, Nepal
- Joined
- 12 August 2013
Fix regen make them work in combat pls thx
So i dont fucking flash when i yolo with the new hitboxes
K thx bye
- Posts
- 25
- Location
- Austria
- Joined
- 22 June 2014
I just had a useful idea about the separate Gorgetunnel-ends:
(I came up with this while thinking how we will see the wrong end placed down at least 1 time in the lower div next season)
If only 1 Gorgetunnel-ends exits, u should be forced to place down the other one!
This could be done by either disabling the option to drop the same end again altogether until you dropped the other end, or by automatically replacing it with the "right" one.
Idk how easy/hard this would be to implement though.
- Posts
- 25
- Location
- Austria
- Joined
- 22 June 2014
Awesome, seems like you kinda already implemented what i thought :)
One thing the old compmod did better though was distinguishing which end was which with the second one being green, now you have to keep track. No big deal though i guess, since its pretty much the same in vanilla.
the gorge tunnel thing is nice but seems a bit like a hodden mechanic unless explained somewhere (which is not here)
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
There was a recent update to comp mod that removed being able to see who the enemy teams commander is before the game starts.