Personally, I don't think the map design needs to be pushed any further, even if it could be. The more complex the map is the less likely the majority of players playing it will understand what to do.
This assumes that pushing the map design always occurs in a way that adds complexity. There is also a portion of players that can understand perfectly and easily what to do but will refuse to make the effort because they are used to the old way. That simply makes tradition an obstacle to logic.
I agree spawns should be made more difficult. Only a complete idiot would get killed by the starting spawn, even if it was made slightly more difficult to kill. Although, I don't think that health upgrades should be given to the first two starter groups.
So, what's the solution here? Get rid of spawn level upgrades and replace it with... something that doesn't work for the first two levels of spawn?
Upping your spawn needs to be removed though. It has always been the most absurd place to shelf your exp towards. Going from Marines > Hydras is game winning, and that shouldn't be the case when you consider the cost. It would be worse if the spawn was made stronger too. Upping to Hydras with 60 dmg instead of 40 would just be OP.
Agreed.
Volt definitely needs to have his shields lowered and health increased to counter the Spec Ops. 2600/2000 would at least give him a semblance of security against an EMP.
Yes, but then which does he upgrade?
We might as well just give him low shields and make him a straight-HP class.
Changes like these are always shoved off in lieu of unprofessional players.....and laziness....
Laziness... don't know what you're talking about.
Upping spawn is part of the game. It's high risk but generally ends the game, either for or against the upper.
Here is my argument against spawn rushing:
You save up 4 levels per teammate as you wait for the second night. Then your computer player is running around with Hydralisks as you get spawn # upgrades. The entire game changes. Regardless of whether or not it's too strong or weak, the gameplay shifts dramatically. You and your temple either survive the onslaught of Hydralisks and win, or you fail and lose. You may as well have played a defense map with spells. That is the argument against spawn rushing: it turns TS into a different game.
Let's say for simplicities sake to increase Spawn Upgrade cost. Instead of a static 4 exp, it's 4(+3) for every level.
You know, this was actually the way I was considering redoing the experience system. I believe I decided against it when I realized it would also change the XP given for killing summoned units. Anyway, they get a lot easier to kill and don't improve, so I think it makes this change justified.
I also wanted to make day and night just a bit shorter.
Volt's L4 really isn't all that strong frankly. You can't even use your spells. It seems like this thing kind of defeats the purpose TBH. At the very least you should be able to use your spells while transformed. With a 20 second cooldown all you need to do is wait for it to wear off then engage the Volt. Almost everything in the game can escape the Volt until that L4 is dispelled. The only class that would be totally unable to escape would be the LM. Although frankly, the LM really blows anyway.
The trend these days is to use the L3 forever-stun then go L4 for a kill.
I can understand the need for a shorter cooldown, though.
Anyway, Crackhead, since you're new to this thread here... any ideas for a new Spec Ops or Assault L4?