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snugglezone
14 Apr 2008, 04:42
Maps:

-Ancient Corridors...what the deal? that map is so easy... 2 boss fights and you're done decent chance of getting a purp...takes 5-10 mins tops. I like the storyline but a more interesting game could be played from the story. If the guy is a mad scientist who can clone himself and transfer his memories it doesnt make sense that you only have to fight the guy twice! maybe 2 or 3 times or maybe he just keeps spawning until you find some machine and have to deactivate it. according to the mission 'sometimes happens' every time also, so maybe he gets stronger everytime so if you dont find him soon enough you'll get owned?

-New map ideas: All the maps seem pretty much the same. maybe some more puzzles should be added that have random factors to produce more random gameplay. For example...

-maybe have a map where the players cant talk. then the players have to do all of hteir planning prebattle(i understand people could use ventrilo/aim/msn but thats their own desire). then each player is shown a special # and they have to somehow communicate that # to his or her teammates some way they come up with. Then the other teammates use the corresponding #'s to unlock doors to move on to a new passage.

-or also maybe there could be a boss that you have to play a minigame with (not sure what). if you lose the level becoems harder (but the reward doesnt increase).

Races:

-Make cult not suck

-In DM they CAN be good, requirements? hax items and being better than the other player by a significant margin

-In co-op play cult are the only class that is really never 'necessary.' Humans and tribes do everything necessary for all missions available. Snipers/medics/LC + Shamans/Sorcs/Stone Ghosts/HP takes care of nearly all needs that could be required. Tank? Done Healing? Done DPS? done. If someone wants to play cult what are they bringing to the board?

Lets look at the units...

Commander..

Master is useful? Nethernova seems fun. I use it sometimes, Feed can be alright. but really i hardly ever use these skills. I'm usually saving my power to feed to try to heal since god knows nothing else is going to heal my units. Nethernova takes out small units and can be effective if you have the right items buffing it. IMO the master loses in comparison to the other 2 commanders.

Officers..

Arbiter gets beat out by Sniper. Fear has very little practical use in Co-op IMHO.

Dominator...damage isnt effective, low HP, no armor(or low?), DPS isnt worth it. It has a Power Drain attack, but it's not as effective as stone ghosts regular Power leech, and it has a CC attack which isnt effective VS just killing little monsters and it cant be used on bosses (that would be OP). Stasis shot is not useful in co-op IMHO.

Harvesters are the only semi-useful unit in Co-op, MAYBE. as far as I know they are the only TANKING officer unit. They have a provoke, a self heal, decent armor and attacks. Awesome. WHEN THE HELL DO YOU USE OFFICERS TO TANK? maybe in corrupted Fields. I used them there once... I hear that just mashing 3 people with 4 snipers each is faster. awesome.

Manipulator is the worst excuse for a healing class in the entire game. It has a lifeleech skill comparable to shamans...EXCEPT IT SUCKS. thing is hardly effective compared to shamans doesnt heal anything. their heal costs most of hte units power and hardly heals at all, has a long cooldown time, and Manipulators dont even have a targetable heal so you're fucked if you want to save a specific unit.

Regular Units..

Trisat...a lot like all the other races, nobody uses them along with warriors and rippers

tritech..if i saw someone using them in my co-op game i'd not rejoin a game with them

shifters..breed is an awesome skill. the saving grace of the entire PVP situation for Cult. 5 shifters+5 breeds+infest=the only way to try to kill anything. Thats for sure. but i'm nto ranting about pvp, i'm ranting about co-op and in co-op breed is over rated, the broodlings aggro the boss so they get owned ASAP. the cooldown on them is too long, and it costs too much power for it to be useful for wanding mob groups so you hardly use it. In the end I find myself using these for co-op if i get the chance to cult. they die fast, and are almost always on cooldown from using breed.

field overseer is the best unit that cult have and guess what...he sucks. He can transform between a high dps mid armor unit that does alright for being a regular unit. Transform him and he becomes a power regen beacon. totally freaken awesome. Problem? nobody plays cult because this guy is the only useful thign that have and if they just decide to play tribes they can use stone ghosts to get power aura's and regen! making these guys fail!

so yeah...cult in co-op? dont bother.

so waht about cult in pvp?

You have mass CC with Arbiters and Dominators, problem? they die fast...no units to heal them with,, no way to move them because they are HUGE and stand out in a crowd. did anyone ever notice that? cult officers are BIG! comparable to hellfires! Human and tribe officers LOOK JUST LIKE EVERYONE ELSE! now thats shitty when trying to pick out who is an important kill. IMO cult PVP is worthless and not rewarding.


kk done ranting!..

wow how did a suggestion post about maps get turned into a rant about cult?

emosquito
14 Apr 2008, 05:08
Cult is actually pretty overpowered for Co-op, you must be doing something wrong, Arbitor fear is indispensable, dominators have something comparable to freeze, the little hatchlings prevent skill spam, and harvesters just dont die!:eek:

snugglezone
15 Apr 2008, 00:54
Cult is actually pretty overpowered for Co-op, you must be doing something wrong, Arbitor fear is indispensable, dominators have something comparable to freeze, the little hatchlings prevent skill spam, and harvesters just dont die!:eek:

okay so to do what you're saying I need a harvester, a dom, an arbitor, and one more officer. then some shifters. In comparison to having these units I could have opted to be Human or Tribe. If I went Human I would automatically have my LC (no need for harvesters), then I could have 4 officers...2 snipers (doing better DPS than my arbiters, lowering armor, making all my units do more damage, and probably killing the unit before my arbiter could run his fat slow ass up to the front and cast fear...which seems to take a long time...unit are usually dead before the fear goes off.) In addition to those 2 snipers I could ahve 2 medics, healing all my units automatically, and having 2 really effective heal abilities. If that isnt enough...I could go all troopers and do a hell of a lot mroe DPS or go Hellfires and be doing still a hell of a lot DPS and have 3 capable off-tanks.

Saying breed is an effective skill isnt practical. You cant control the units. They get owned quickly. Damage is awesome, but the cooldown and power cost in comparison to the shifter power pool is not effective for game use. Like I said, <3 harvesters <3

but my main point is

EVEN THOUGH CULT ARENT TERRIBLE, IT IS STILL A MORE EFFECTIVE AND PRACTICAL CHOICE TO USE TRIBE OR HUMAN.

thnx.