scavenge Apr 29, 2013 @ 8:05am
Marine middle class
Who agrees that this game could do with a third marine class between the silly soldiers and the uber powered Exo-suits?

Pls don't say that Jetpack Soldier or Grenade Launcher or Lame Thrower are powerful enough to be considered a middle class.

Edit: As it is now you only have 2 choices. Save up all your RES for EXO or waste your res on having a shotgun/gl/flamer twice or thrice in a game.
Last edited by scavenge; Apr 29, 2013 @ 8:11am
Showing 1-15 of 36 comments
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Calego, Elf-Friend Apr 29, 2013 @ 9:44am 
What are we talking about here? What sort of something would fit but not make the normal soldier obsolete? Direct upgrades aren't a thing in NS2, there's always gotta be a trade off.
scavenge Apr 29, 2013 @ 11:56am 
A guy in a wheelchair with a rocket launcher mounted to it, heck idk use your imagination.

Thing is it's 1. boring to play marines as it is and 2. they're losing like 70% of the time in pubs.

But ofc I'm just a casual gamer in this game and I don't want to screw it up for the core fans. Sadly I think the boredom of being a marine is a contributive factor to staying a casual gamer.
Last edited by scavenge; Apr 29, 2013 @ 11:57am
SIGMA [BS] Apr 29, 2013 @ 3:23pm 
They're losing in pubs more often because people can't handle aiming, it's not a class thing.
scavenge Apr 29, 2013 @ 3:47pm 
Yet they're also pretty boring (little variety) to play, or that's what it feels like to me.
Last edited by scavenge; Apr 29, 2013 @ 3:47pm
Calego, Elf-Friend Apr 29, 2013 @ 8:57pm 
I'm just asking for a more complete suggestion. Saying you think something is broken is easy, coming up with a potential way to fix it is slightly more difficult, but leads to much better discussion. I personally can't really think of something that would fit in well with the res system. The basics are there, machine gun, shotgun, some support guns, and then exos.

Plus, I don't think Marines are losing 70% of the time. There's no official word, but I'd bet its no more than 5% away from 50%. Just to get that out there.
Metu_el Apr 30, 2013 @ 12:11am 
Well, since NS2 is pretty much leaned on to Starcraft in some regards, why not scrap the ability to give standard marines access to GLs and Flamers but introduce Marauders and Firebats.

Rines wielding those support weapons are already at a drawback with their slower movement speed, so why not give them some extra protection in extend. The drawback for better armour would be, besides the obvious sluggishness, the disadvantage of not being able to equip Jetpacks.

This way, you'll have to decide, if you want to stick to Rifle/Shotgun+Jetpacks (= mobility) or GL/Flamer+Armour (= protection).

The pricing should be somewhere between the respective weapon and a single exo. Somewhere about 35 Res would be a fair deal, for, let's say double the armour of a standard marine (= 60/100/140/180) with the ability to being welded and still healed by medpacks.
-N- Apr 30, 2013 @ 3:31am 
I'd actually like to see an Engineer class. No weapons allowed other than default rifle and handgun, no jetpack allowed, comes with a free welder and welding speed is doubled. Could be a nice support role, useful for building or welding fast but relatively fragile in combat.
scavenge Apr 30, 2013 @ 4:01am 
Originally posted by Metu_el:
Well, since NS2 is pretty much leaned on to Starcraft in some regards, why not scrap the ability to give standard marines access to GLs and Flamers but introduce Marauders and Firebats.

Rines wielding those support weapons are already at a drawback with their slower movement speed, so why not give them some extra protection in extend. The drawback for better armour would be, besides the obvious sluggishness, the disadvantage of not being able to equip Jetpacks.

This way, you'll have to decide, if you want to stick to Rifle/Shotgun+Jetpacks (= mobility) or GL/Flamer+Armour (= protection).

The pricing should be somewhere between the respective weapon and a single exo. Somewhere about 35 Res would be a fair deal, for, let's say double the armour of a standard marine (= 60/100/140/180) with the ability to being welded and still healed by medpacks.


Very good points and nice ideas.
scavenge Apr 30, 2013 @ 4:01am 
Originally posted by Neon:
I'd actually like to see an Engineer class. No weapons allowed other than default rifle and handgun, no jetpack allowed, comes with a free welder and welding speed is doubled. Could be a nice support role, useful for building or welding fast but relatively fragile in combat.

Welding is already fast and cheap at 5 res. Wait an even more fragile marine?
Last edited by scavenge; Apr 30, 2013 @ 4:01am
angelous Apr 30, 2013 @ 9:38am 
Originally posted by scavenge:
Originally posted by Neon:
I'd actually like to see an Engineer class. No weapons allowed other than default rifle and handgun, no jetpack allowed, comes with a free welder and welding speed is doubled. Could be a nice support role, useful for building or welding fast but relatively fragile in combat.

Welding is already fast and cheap at 5 res. Wait an even more fragile marine?

Maybe an engineer/field medic?
100% Recycled Awesome Apr 30, 2013 @ 2:25pm 
Not really sure how you consider a shotgun a waste. Especially with a JP.

JP+SG is the most OP combo in the game. And often, you don't even need to buy the shotgun, Just pick itup.
Metu_el Apr 30, 2013 @ 11:09pm 
Originally posted by 100% Recycled Awesome:
Not really sure how you consider a shotgun a waste. Especially with a JP.

JP+SG is the most OP combo in the game. And often, you don't even need to buy the shotgun, Just pick itup.

I guess, he meant buying a shotgun is a waste in regards of still being pretty vulnerable compared to an exo, which is mostly considered as a valued asset to the team and therefore being welded constantly and always get some backup. Jetpacked Shotgunners on the other hand pretty much have to care for themself and are dead meat pretty fast if not skilled enough.

But your post brings me to another idea, considering the middle class marauder/firebat thingy I introduced before. Just like with exos you shouldn't be able to drop that kit, once it is bought. Therefore it also would be destroyed if its wielder gets killed. This way you'll make sure, not to move with your heavy infantry unit all by yourself but instead do what flamers and GLs are for anyway... support.

I know, this kind of kit will fill in just a niche, cause most players will still stick to the jetpack mobility or the tank ability of exos, but in my opinion it would bring in some much needed variety and finally offers an incentive to go for flamers and GLs, which most of the time are ignored due to a lack of cost-efficiencie.

My, for my part, would love to play a firebat 24/7, pushing side by side with the exo/arc rush, making skulks sweat. :D
Squishpoke May 1, 2013 @ 12:33am 
Silly boy, Exos ARE the middle class. JP/Shotgun > Exo.
Haust May 1, 2013 @ 12:44am 
Originally posted by 100% Recycled Awesome:
Not really sure how you consider a shotgun a waste. Especially with a JP.

JP+SG is the most OP combo in the game. And often, you don't even need to buy the shotgun, Just pick itup.
A used shotgun? You mean something that's been held by another person? Do you take me as some sort of peasant? No, only brand new shotguns will suffice.

On topic, it could add another dimension for marine combat. I don't think it would be necessarily bad, but it could be tough to properly implement without it feeling overpowered. But I could see something worth 50 res that allows a more heavily powered marine to fight off the aliens all the while being able to weld and be beaconed.

It's just a scary thought when it comes to level 2 shotguns. Those can already kill a fade in two direct hits. Ah, this would take a much longer conversation with a lot of theorycrafting involved.
Metu_el May 1, 2013 @ 12:49am 
Originally posted by Squishpoke:
Silly boy, Exos ARE the middle class. JP/Shotgun > Exo.

JP+SG is like playing fade. Consider the pricing it is more of a middle tier, but becomes more valuable IF you got the skill. Exos/Onos don't need that much skill but are more relying on team support and their tank ability.

Measured by sheer res value, JP+SG is middle class and I guess, that's what this discussion is all about: The costs not how good you are playing with it. And to that regard, marines simple lack a proper middle tier class alternative to JP+SG.

Aliens got fades and lerks, which both play very different. As already mentioned fades are more the lone gunman hit and run thingy, while lerks are more supportive. That's what flamers and GLs are supposed to be, too. But since both don't have any fair advantage most people stick to the JP+SG alternative.

Therefore we are looking for a way to make buying flamers/GLs more tempting.

Originally posted by Haust:
But I could see something worth 50 res that allows a more heavily powered marine to fight off the aliens all the while being able to weld and be beaconed.

Totally forgot about that. Yeah, the "juggernaut" class should be able to be beaconed.
Last edited by Metu_el; May 1, 2013 @ 12:52am
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Date Posted: Apr 29, 2013 @ 8:05am
Posts: 36