Kash says
Here is a list of what has been discussed (or tried to be in some cases :P ) so far... feel free to chip in with opinions and ideas also, they don't need to be on the list, if you have ideas not shown speak up, the more the merrier!
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M2, M3, M4, A6 A7, A8, A9 seems to be just senseless, unfounded and random. I can't say anything about it but it's st... wrong.
M1 (FT) - Personally I don't like this idea because it removes rifle bash and it removes flamethrower as a separate independent marine weapon, making FT just as LMG buff. However, it will resolve FT cause but I rather suggest my own sight on problem.
M5 (Nano) - Maybe we should add this as experiment. It will be interesting to see if marines will start use nano and how it will influence on gameplay. Because it's true that nano didn't adapted at any live strats now, (except maybe exo strat).
A1 (Bite cone and Low Divs) - I'm agree that we shouldn't change this aspect of game. If you want to help low divs teams to play marines then buff (or make an opportunity to work it up) some no skill-dependent strats they can play.
A2 (New grades) - I personnaly don't require that much. I think we must balance and make work fine things that already exist. And I think that NS2 gameplay doesn't need new features now unless it conditioned by balance issues.
A5 (Web) - I'm not sure web need a change in compmod, people often don't play gorge or if they play then gorge don't use web because he has better things to do or he hasn't such experience. Web are pretty usefull in specific situations, don't make web OP. If you want buff it, just increase web hp so marines will weld it longer (about 50 now, make 150 or 200)
A10 (Babblers) - All this is acceptable but if you want make it 0 Pres cost then make it reseachable (bio 2 or 3). Also you can don't change current bubblers except their Pres cost (1 now make 0.2). However I don't think babblers was invented in game to do a decent damage to the marine side. It's just a funny accompaniment for gorge.
Kash says
Also, the idea for most of these changes isn't to balance what we currently have, but to shake up comp...
Spring says
As for marines there are mines, sentries, phase gates, arms lab, 2 arms labs, relocate, shotguns. Is this not enough for you? What else do you want..u? What else do you want..
If we do changes we should weaken too often used openings and improve things that doesn't used while making ns2 balance better on early, mid, late stages of the game and on all div levels. Nobody wants "shake up comp". All changes should be careful and small and firstly we must work on things we already have. And yes we have a lot of potential strats BUT all them sux... PG is obviously weaker than arms lab opening. Sentries sux. Shotguns is early all-in strat that means it's shit opening (at least we can't call it a full strat). Relocate is risky and map-dependent. I'm sure people don't play some strats because they definitely worse than classic armslab-2ip (skill-dependent strats not worth the candle and some strats is just WEAK)
RolliePollie says
I don't think comp mod should be here to make every upgrade / tech path equal, just like in other games there are more common choices that the majority of players use, in Counter Strike the majority of the players play with the AK-47 as the rifle of choice, do you see valve buffing the SG 553 so more people play with this rifle? No, for the last 15 years people have used the AK-47 as there rifle of choice. Not every upgrade / tech path needs to be viable at every level.
No, you are wrong. The more we have equal strats the more NS2 will be strategy game as SC2 (CS:GO here is not a correct matching). The more we have same marine openings every time that don't counter by any alien opening the more NSL-matches become closer to ns2-combat or any other shooter. We have to make stronger some marines opening or make a decent anti-strat to armslab opening so we'll see more live strats and game will be more interesting.
Now some ideas.
Super-skulks.
I'm agree with Rollie and I already mentioned it 6 mounths ago in this thread and I would like to renew my first suggestion:
CRaZyCAT says
What about skulk's adrenaline will halved after taking an each grade?
This will force skulks to make a choice: leap or grades. This won't affect energy regen so no problems with res-biting. A softer version: reduce energy capacity by 1/4 of inital sum so after 3rd grade skulk will lose 3/4 of it's initial energy.
Flamethrower.
Like as GL, FT was inveted as a support weapon. While GL role was and still is make massive structure damage, FT main role was to debuff alien buildings and lifeforms. Seems like compmod creators at the certain moment forgot about it and now we can see what FT is. I suggest to make FT a separate alien debuff weapon. Let's throw aside energy burn and focus on other aspects: 1) burn effect must disable not only crag/whip/shade/shift structures but also should reduce hive heal, disable Harvesters, effectivly burn bonewall, maybe rupture and nutrient mist, disallow drifter to throw clouds 2) burn effect can disallow alien lifeforms to use abilities: Leap, Metabolize, Charge, Spores and Umbra, also can reduce amount of gorge's heal; burn effect duration on lifeforms can be reduced (2 sec after touching fire cone?) in order to don't make FT OP; 3) you can remove FT Structure and lifeform damage at all but keep on decent damaging on cysts; 4) don't change Ubra, Spore and Drifter clouds flammability features.
Power Purge
Why it have a cooldown? Remove it. Let comm to drop power surges as much as he want.
Nerve Gas Grenade
At that time I think nerve gas grenade is a bit weak. It doesn't worth to buy even in 5-marines hive push because other grenades is way better. Maybe increase gas duration or/and spread radius? Maybe also make all lifeforms that touch the gas scaned (motion tracking circle)?
Stab
I don't think Stab should be removed. I think Stab should be changed. The main problem of stab now is because it's too risky (can easly gain a lot damage) to use while stab charging is too long. It result in stab doesn't worth to use. How about allow fade to blink while charging stab but remove fade's air control completly until stab finished (disallow fade to change hop direction unless only with blink)? This will keep stab skill-dependent specific ability but let fade to escape if things become bad. Also this will make stab a great energy requiring ability => experienced fades can take adrenaline grade.
And please remove stab growl. Fade must be a sneaky liferom as well as skulk and any other except onos maybe. Stab growl isn't competitive-required, it's senseless.
Unused grades
1) Agree with Wob about camo.
2) Lerks doesn't use carapace as I know, I think it's not right, maybe increase amount of armor it gain by 10-15 armor?
3) Onos don't use adrenaline. Maybe buff boneshield a bit while increase its energy cost? It's not a perfect solution (onos still can use shift), maybe somebody can suggest something better.
4) Gorge doesn't use regen. Maybe remove regen cooldown after taking damage (for gorge only ofc)?