My suggestions
=DEvolvingRemove an old and unneeded limitation of alien evolution, the
"cannot evolve
because enemies are too near" feature.
As it stands, humans can only use a powered armory to upgrade their class, therefore
to make it balanced, the alien class should only be able to evolve in range of the creep.
Remove the
"enemies to near" limitation, with slow build point regen, this additional
limitation only imbalances alien defense, and with the addition of the prior mentioned change,
would make upgrading equal, yet remain different between the two factions.
Lucifer CannonIf the alien class had a weapon that was:
- ranged
- had splash damage
- could one hit the 2nd largest opposing class
- was incredibly fast at close range
...it would have been removed. Its a BFG lite, at the very least, if no one
can agree that its flat out overpowered,
increase the credits required to buy one.
The prior mentioned "BFG" had very low ammo, very hard to get, and normally 1 location to
obtain it. with the lucifer, the opposing team can cheaply suit their entire team, with a weapon
that perhaps should have a limit of 1/2 per team.
FlamerMake the self damage higher while wearing < a battle suit, but remain the current while wearing
a battle suit. Give it a overheat\overcharge bar, like the lucifer cannon.
Battle SuitThe battle suit should not be able to sprint or dodge. The bonus of damage absorption with
the same movement abilities makes it overpowered. While at the same time, it makes sense, it should have
radar, since its a greater degree of human technology. So give the bsuit a greater range radar, and shorten
the range (slightly to make the suits value worthwhile) of the helmet.
In regards to tyrant and dragoon health and health regeneration.Return the old health numbers to the dragoon and tyrant, but keep the slower regen. The problem in 1.1
with the tyrants overpowered state wasn't the amount of health, but its ability to regen quickly and trapped
an entire human base solo.
Human don't have this other class dependency for their primary assault class, you don't need a engineer nearby
to use [insert item] While I am for teamwork, aliens have far more requirements for a competent team, because of this, while humans just require a moving spamming mob (for assaults, not talking about building or defense)
The Painsaw, while I love the painsaw changes, its unlimited *ammo* is now overpowered. Humans are a range class, and
aliens are a melee class. It manages a 146 dmg a second, against aliens that lack an armor buff. ~2 seconds == dead.
No alien melee class has this power, or should have, therefore to diminish the overkill part I suggest:
Painsaw should have self regenerating ammo, it can fire, but needs a *cooldown* before it can fire again.
While the rebuttals i normally hear, to most of these suggestions are,
"Well aliens can wall walk without stamina"Let me remind you only 3 aliens can wall walk, adv granger, dretch, and basilisk. Hardly warrants a sprinting,
battle suit armored unlimited ammo painsaw upgraded class.
DodgeIt me, it appears as an unneeded *cool* feature that wasn't added to *fix* anything, but I assume there is
no hope of it leaving, so I suggest its cooldown time is increased. Dragoons are required to *Charge* their
pounce, therefore humans should at least need a little more time before they can
"super jump backwards"...
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scrape