12 July 2016 - 14:50 EDT
Deckard says
That would be really really nice.
Imo the health information for comms does not fit into the game and should be removed too, but it is far less game breaking than health bars for field players. It always looked like the health info for comms was only built in to give commanding a more RTS feeling. But yea, people are used to it and I wouldn't really care if it stays in.
My thoughts on it:
1) I do not think cysts need to be exactly like before, but I think the current implementation is the worst. You should either: Make the cysts die again when unconnected. Or: Remove the cysting mechanic completely and let infestatino spread from build structures. I would like the second one more but it would be obviously a HUGE change on how the game plays I believe and would need many many other adjustments for it to work, so I would consider that not realistic for a mod.
But shooting cysts is just not fun. And it also does not work with the current balance. Marines have to hunt every single cyst to prevent it from spreading infestation. It is kind of a middleground between no cyst mechanic and the old one, but hasn't got the needed adjustments for that and is also the least fun.
2) Personally I would like that being removed too. When you can manage to have almost all your team being lifeforms, you are basically trading your parasiting ability for other things. That is balanced and adds a bit of depth to it.
But I also believe the effectiveness or balance of rupture also depends on if cysts die or not.
3) I would add it. Apart of balance I think more and dynamic movement possibilities can only be for the better. Because it is always more fun and carries that dynamic over to the engagements too.
Tico saysThe test will begin at 8pm edt for everyone that is wondering, i apologize for the europeans that cant attend but youre more then welcome to test, decks balance mod, whenever you like and provide feedback.
This will be the balance mod we will use so start providing feedback. We will make a new forum post for feedback soon.
Hopefully we can get it added to the comp servers soon as well. That way it can be played in gathers.
That would be really really nice.
There is some talk about having the commander see the health bars only. Not sure if that will be added.
Imo the health information for comms does not fit into the game and should be removed too, but it is far less game breaking than health bars for field players. It always looked like the health info for comms was only built in to give commanding a more RTS feeling. But yea, people are used to it and I wouldn't really care if it stays in.
At least a few things I want to open up to the forum:
1) Regarding cysts: what are people's thoughts on this and how it currently is in the vanilla game. Do we need cysts to be exactly as they were before or can we change an aspect or two to make this still work in comp?
2) Rupture - ability to parasite marines. There is some talk about moving this to biomass 6. Keeping it in the game and giving aliens an easier way to parasite marines in the mid to late game when there is potentially less skulks on the field. What are people's thoughts on this?
3) Gorge bhop - movement ability. Currently, there is no bhop or advanced movement in comp for gorge. Does this need to be added? Should it be same as before or what are people's thoughts on this?
My thoughts on it:
1) I do not think cysts need to be exactly like before, but I think the current implementation is the worst. You should either: Make the cysts die again when unconnected. Or: Remove the cysting mechanic completely and let infestatino spread from build structures. I would like the second one more but it would be obviously a HUGE change on how the game plays I believe and would need many many other adjustments for it to work, so I would consider that not realistic for a mod.
But shooting cysts is just not fun. And it also does not work with the current balance. Marines have to hunt every single cyst to prevent it from spreading infestation. It is kind of a middleground between no cyst mechanic and the old one, but hasn't got the needed adjustments for that and is also the least fun.
2) Personally I would like that being removed too. When you can manage to have almost all your team being lifeforms, you are basically trading your parasiting ability for other things. That is balanced and adds a bit of depth to it.
But I also believe the effectiveness or balance of rupture also depends on if cysts die or not.
3) I would add it. Apart of balance I think more and dynamic movement possibilities can only be for the better. Because it is always more fun and carries that dynamic over to the engagements too.

