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« on: April 23, 2005, 11:22:47 AM »
There are a few things that I see as the problem, here. Mostly revolving around our friend the Fade.
One is how easy it is to hit and run, because of how easy it is to regain health as a Fade, and how hard it is to keep your armor as a Marine. It costs no res whatsoever, and takes minimal time to regain health as a Fade, due to blink. You blink into a room, swipe a couple times at a Marine, and take off. When you come back with full health, he's got no armor, and maybe one swipe left on him. Simple.
On the Marine side, it costs res for medpacks, and it takes player coordination in addition to res for welders to get your armor back. The res dropped on welders and medpacks is small individually, but over time you can blow through a ton of it if you're trying to keep shotgunners alive, or trying to set up a siege spot.
The second is how hard it is to counter this hit and run strategy. Sure, you have shotguns, but you need to be virtually dead on with at least 2 shotgunners to have any effect on a good hit and run Fade. What about HMG's? Well it's 30 res to upgrade the armory, which takes forever to finish. Then you're shelling out res for the HMG's themselves, plus you need at least weaps 2. Now, give me that, and I'll mow down your Fade, but that takes too much time to get to, and too much res invested. Over time, the counter to the Fade costs the Marines far more than 50 res.
Of course there's more to balance, but that's how I weigh in on the Fade.