PASCOW says
we played today with it....interesting....but grenades seeems to be a little op
Yep, this, we had some amazing fun playing with grenades!
/GRENADES/
Either the cost of grenades should be increased to keep them a more luxurious item, or they should be lowered in damage (maybe just change falloff so they require a direct hit with pulse grenade) Id prefer modifying the grenade(s?) instead of cost.
It felt like the only grenade that needs modifying is pulse, cluster is a random nade that is useless for targeted damage or even area denial due to the period it lasts.
Pulse is amazing for targeting a specific player in a fight, Gas is awesome for area denial and base pushing.
However as it stands now Pulse has a wonderfully large AoE, I think lowering the radius is the best bet in balancing.
Keeping them cheap means they're still the aggressive alternative to mines. Increasing the cost means they become a less favored option when pushing and go back to being a luxury.
Making the pulse requiring a direct hit for its max damage and a severe damage drop-off means they become less effective at denying multiple skulks & pack play.
/JETPACKS/
I feel like increasing the jetpack research cost might be a good idea. While the accessibility to AA is a nice alternative to having to use arcs on alien PvE and the changes feel good in the few games we played. Jet packs become available much earlier, you can easily rush them and while you'll fore-go upgrades in favor of them you will likely only be against lerks and skulks with no leap at the time.
I feel adding even just +5 tres on the existing JP research cost would bring them more inline with fade timings, or increasing pres cost by 2 would do the same thing, however pres change would make them a much riskier investment.
/EGG DROPS & TRES DROPS/
While we rarely use egg drops when we play. I don't see the issue with keeping these. I don't think there is a problem with them staying in the game. Requiring 2 hives for a lifeform that isn't support means that lerk drops don't really happen anymore. If a alien team is floating tres and they already have their upgrades, why is it so bad to allow egg drops? If they don't drop eggs for players low on pres then they build more pve, the one thing that the balance mod tried to originally combat? :p
At the same time, you want to stop the use of tres for player reward to fix balance. But marines still have the ability to drop weapons and jetpacks for their team? If you want to balance tres drops why are you only doing it for one team?
/ENZYME/
I can understand the bite-cone removal, its an unnecessary feature. But the speed increase was a wonderful way for commanders to aid early engagements however I think it was much more use late game in supporting an onos especially vs marines with cats. While the new onos movement feels great it doesn't help you escape cats down long corridors.
The speed increase is not really required for lerks/fades. Maybe keep a speed increase on enzyme but have it 50% of what it was originally?
/ARCS/
Potentially the manual targeting does not work, either that or waxxan is a noob.
/EVERYTHING ELSE/
The other changes feel good and I don't think anything is too unbalanced. Other than babblers, does anyone use babblers are they really worth 3tres&5pres? Didn't get a chance to test fade, because I suck at it, and our fade players apparently don't know how shift works to find it :D