nalf wrote:I tried playing both teams and evaluating it. I tried to play basi only in several games and it was just too easy. One basi does damage that several human builders have to counteract. (And get easily killed by additional bombs.)
You're talking how a good players can take basis, how that prevents camping etc. That's all fine. But it's simply not balanced the way it is now.
Compare: Both teams S1. A basi and let's say a human with a laser gun (both have roughly the same cost). How much damage can each of them do to the enemy base by a suicide attack?
At S1 base defenses cannot really stop basis from attacking because of the ret delay. Acids kill human instantly. While this works very well to balance general human/alien capabilities of killing enemy bases, in the case of basi bombs it adds to making it too strong.
I think H could try painsaw rush for same effect.
Maybe on join server should inform new players about this strategies.
I guess, make bomb do less damage to nodes and arms, but instead make the gas cloud poison H that are in cloud.
That would motivate H to leave camp-base, and make basi able to defend itself with the bomb (currently basibomb is useless in normal combat, outside of base).
1 sec after dropping the bomb starts gassing e.g. create 1 cloud per 1 second for 10 second.
So skilled thrown rolling bomb could gas a corridor, cool?
Cloud lasts say 10 seconds.
Spawned players can be given 10 second immunity to this gas.
5(?) sec after dropping it explodes - same as now - and damages buildings (but less dmg to node and arm)