#Hatcheries

1 messages · Page 1 of 1 (latest)

sharp mortar
#

Seeing as aliens are pretty strong right now, I think they could be nerfed in a way that makes them less flexible. Removing shrimps from the lesser spawn pool and adding a dedicated shrimp building ( hatchery ) would make it so aliens have to choose whether they want more eco or army.

zealous breach
#

No

sharp mortar
#

Why

wooden vapor
#

Aliens are supposed to be: Fast to tech but weak
Humans are supposed to be: Slow to tech but stronger

They do not share the same tech path vision and I don't think that adding complexity (adding a shrimp spawn) counts as a nerf, rather, it would be a chore in my opinion.

HOWEVER, there are things that will make it harder for the aliens, and that is, that the nodes will need to be connected to a NEST, otherwise they'll start dying. Right now, as long as you have a node, you can create anything, that will be nerfed. But if you cut the connection with other nodes, everything will start to die off, including spawns, lesser and greater, as they are not connected to the nest, also, they won't be able to produce spawn until the node path is fixed by the Alien Commander.

sharp mortar
#

Is all that that confirmed to happen? Also having to fix nodes is just as much of a 'chore' as making more buildings

sharp mortar
#

Also I don't think that solves the problem of aliens being too safe early. Being able to make 3 lesser spawners early to get shrimps faster than human eco can keep up with is what I think is the problem. The fact that you can follow that up with T1 upgrades into 3 spawners pumping out impalers is just too strong to be harassed by humans early on, which is when you want to hit alien eco

obtuse arrow
wild spruce
#

aliens are not strong

#

check out the new map with the turrets perfect example of a horde mode

#

the aliens will have a really hard time getting through that.

lethal condor
#

Definitely agree. Lesser spawning cyst should not be the place where shrimps build from, it has just to much economic potential. Aliens can continuously builds shrimps from a cheap production building and follow it up by making more cheap spawning cysts producing shrimps. The game quickly becomes filled with like 200+ shrimps and it is not good for fps. It is a hyper growing economy. It is too strong.

bitter ice
#

What kind of games are you playing where the aliens of all factions are strong?

sharp mortar
#

Aliens if played well are very strong

obtuse arrow
#

Humans if played well are very strong

sharp mortar
#

Yes but humans cant make cars out of refineries

wooden vapor
terse schooner
#

i mean all i play is aliens, all it takes is a competent human team to find your shrimps and they can literally just have human infantry sit back and have people constantly spawn ontop of the shrimps trying to get resources or even just have raids of buggies early games.

#

shrimps are more vulnerable to being attacked than a harvester is, especially with so little health. It only takes a regular soldier to kill a group of shrimps.

#

of course the harvester is a bigger target but it takes way longer to kill and will only get easier once repair units get added.

worldly plover
#

I don't understand the "aliens are too op" thing lately, aliens only win if they win the early game, if humans get to late they demolish aliens no matter there status

digital basin
#

humans just got a big buff too