CRaZyCAT
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- Location
- Omsk (Siberia), Russian Federation
- Joined
- 3 December 2012
5 April 2017 - 13:24 CEST
[preamble]
That change isn't like what was implemented in the game at all times. IMO it's affects the game's
fundamental habits and may substantially change game's meta. Since NSL wants to stay CompMod
similar to vanilla as much as possible you may not agree with necessity of this change but I still
think ns2 needs it.
The thing is that current NS2's metagame is shit. Generally the way how UWE realised the difference between aliens and marines, tech extension for both sides and variability of ways to evolve the match - the way how UWE realised that compared to NS1 is wrong IMO. At the moment NS2 is a deep tactical shooter about positioning, teamplay and prediction of an opponent's actions BUT with 0 strategic elements. But I want to see NS2 as a strategic game especially since it has RTS elements which is currently not realized at all. Comm (especially a marine Comm) became a person who serving his teammates every damn match in the same way with no creativity elements (with rare exceptions related o rushes, basetrades and other situations requiring immediate action).
For the last 7 NSL seasons nobody implemented nothing fundamentally new to the NS2 metagame. For not picky viewer every match on the higher skill level looks the same.
TL;DR The current NS2 meta is shit and has 0 strategic elements. We have to change this.
[/preable]
I present to your review an Extractor boost, Extractor overload and Harvester upgrade.
BTW I've already suggested something similar here:
https://feedback.userreport.com/19e981d4-394e-46de-997e-8913cc04aff2/#idea/76100
But it's obvious UWE not interested in adding suchlike new mechanics in to the game.
Marine side
Extractor boost and Extractor overload is a marine comm abilities. Both has their own cost and has their own cooldown. Can be used parallel. When marine comm cast it on RT it changes its sound and animation (Bost is more loud and defiant than normal and Overload more loud and defiant than Boost) and receives X3 (225 damage on Bite) increased damage for Boost and X4 (300 damage on Bite) increased damage for Overload.
Boost costs 10 TRes. Boosted RT if it was not killed after 60 seconds returns 15 TRes (50% income). Boost cooldown is 15 seconds so only 3 RTs can be boosted at the same time. That also does not allow comm to boost all RTs at once right after entire alien team was annihilated.
Overload costs 20 TRes. Overloaded RT if it was not killed after 120 seconds returns 40 TRes (100% income). Overload cooldown is 120 seconds (more likely will be spamed on the base RT but can be easly cleaned by 1 skulk because it needs only 15 Bites do die). Overload can not be dropped on the Boosted RT (and vice versa).
Boosts and Overload do not affect marines PRes raise at all. Also it can not be canceled. During both boosts extractors mines resourses as usual if not mention new sound and animation.
Alien side
Harvester upgrade applies to the each RT separately increasing its income for both Pres and Tres. Also upgrade needs a time to finish (upgrading does not stop Harvester from mining). Upgrade can be canceled before it finishes and then alien Comm return 100% of the upgrade cost.
There are two levels of upgrading:
2nd Level
Increase res flow to 1(0.1)/5s from default 1(0.1)/6s.
Upgrade cost 20 TRes. Upgrade time 60 seconds.
Lowers the Harvester's HP to 1500/320 (2140 total) from 2300/320.
Harvester can not be upgraded until it gets 100% of its maturity.
3rd Level
Increase res flow to 1(0.1)/4s.
Upgrade cost 30 TRes. Upgrade time 120 seconds.
Lowers the Harvester's HP to 500/320 (1140 total) from 1500/320.
On each level upgraded harvesters gets new animation and sound. No limit on maximum Harvester can be upgraded.
This mechanics allows teams to define if they want to invest money in to fast grades/tech or in to economy. For marines boost mechanic will buff every tech path except fast grades->sg->pg so we will see more various openings from the marine side. If aliens upgrading their RTs marines is interested in scouting it and kill that RTs asap (that can be fulfilled by different ways too - so it creates more ways for marine side to harass alien economy. We can witness situation where 2 SGs traded for a full graded Harvester is still more profitable for Marine side etc).
That change isn't like what was implemented in the game at all times. IMO it's affects the game's
fundamental habits and may substantially change game's meta. Since NSL wants to stay CompMod
similar to vanilla as much as possible you may not agree with necessity of this change but I still
think ns2 needs it.
The thing is that current NS2's metagame is shit. Generally the way how UWE realised the difference between aliens and marines, tech extension for both sides and variability of ways to evolve the match - the way how UWE realised that compared to NS1 is wrong IMO. At the moment NS2 is a deep tactical shooter about positioning, teamplay and prediction of an opponent's actions BUT with 0 strategic elements. But I want to see NS2 as a strategic game especially since it has RTS elements which is currently not realized at all. Comm (especially a marine Comm) became a person who serving his teammates every damn match in the same way with no creativity elements (with rare exceptions related o rushes, basetrades and other situations requiring immediate action).
For the last 7 NSL seasons nobody implemented nothing fundamentally new to the NS2 metagame. For not picky viewer every match on the higher skill level looks the same.
TL;DR The current NS2 meta is shit and has 0 strategic elements. We have to change this.
[/preable]
I present to your review an Extractor boost, Extractor overload and Harvester upgrade.
BTW I've already suggested something similar here:
https://feedback.userreport.com/19e981d4-394e-46de-997e-8913cc04aff2/#idea/76100
But it's obvious UWE not interested in adding suchlike new mechanics in to the game.
Marine side
Extractor boost and Extractor overload is a marine comm abilities. Both has their own cost and has their own cooldown. Can be used parallel. When marine comm cast it on RT it changes its sound and animation (Bost is more loud and defiant than normal and Overload more loud and defiant than Boost) and receives X3 (225 damage on Bite) increased damage for Boost and X4 (300 damage on Bite) increased damage for Overload.
Boost costs 10 TRes. Boosted RT if it was not killed after 60 seconds returns 15 TRes (50% income). Boost cooldown is 15 seconds so only 3 RTs can be boosted at the same time. That also does not allow comm to boost all RTs at once right after entire alien team was annihilated.
Overload costs 20 TRes. Overloaded RT if it was not killed after 120 seconds returns 40 TRes (100% income). Overload cooldown is 120 seconds (more likely will be spamed on the base RT but can be easly cleaned by 1 skulk because it needs only 15 Bites do die). Overload can not be dropped on the Boosted RT (and vice versa).
Boosts and Overload do not affect marines PRes raise at all. Also it can not be canceled. During both boosts extractors mines resourses as usual if not mention new sound and animation.
Alien side
Harvester upgrade applies to the each RT separately increasing its income for both Pres and Tres. Also upgrade needs a time to finish (upgrading does not stop Harvester from mining). Upgrade can be canceled before it finishes and then alien Comm return 100% of the upgrade cost.
There are two levels of upgrading:
2nd Level
Increase res flow to 1(0.1)/5s from default 1(0.1)/6s.
Upgrade cost 20 TRes. Upgrade time 60 seconds.
Lowers the Harvester's HP to 1500/320 (2140 total) from 2300/320.
Harvester can not be upgraded until it gets 100% of its maturity.
3rd Level
Increase res flow to 1(0.1)/4s.
Upgrade cost 30 TRes. Upgrade time 120 seconds.
Lowers the Harvester's HP to 500/320 (1140 total) from 1500/320.
On each level upgraded harvesters gets new animation and sound. No limit on maximum Harvester can be upgraded.
This mechanics allows teams to define if they want to invest money in to fast grades/tech or in to economy. For marines boost mechanic will buff every tech path except fast grades->sg->pg so we will see more various openings from the marine side. If aliens upgrading their RTs marines is interested in scouting it and kill that RTs asap (that can be fulfilled by different ways too - so it creates more ways for marine side to harass alien economy. We can witness situation where 2 SGs traded for a full graded Harvester is still more profitable for Marine side etc).
Battle.net: CRaZyCAT #222106