I think the game currently has huge balance issues, and I think fenzy should just be removed, or make it a level based skill like armor. It's just way to powerfull..
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
I don't feel that Frenzy is too overpowered. It just needs to be more consistent.
Currently, the healing effect is based on the overkill damage exceeding the victim's health. Since Lerks and Gorges do very little damage per hit, they only heal for 10-20 health. But Fades can sometimes hit a marine in excess of 100 damage overkill. That makes Frenzy almost useless on Lerks and Gorges, and quite a gamble for Skulks, but can be very powerful on Fades.
Frenzy could be improved by consistently healing for around 50 health per kill.
Frenzy is definitely too powerful right now and needs some tweaking. Maybe if it didn't give the health back instantly but would regenerate health slowly after a kill, it would still be useful but not overpowered. You wouldn't have to run back to a hive after encountering a single marine but you couldn't slaughter the whole team solo as a fade, either.
this has already been discussed in another thread. i actually like the idea of heal over time as it negates the unbalanced aspect of slaughtering a whole squad without having to retreat, while still having the intended aspect of not having to leave the battlefield for ages since you have to run back to a hive
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
i would do 2 things:
-heal over time (makes it less usefull in big fights, but still usefull as a lone preditor killing single marines) -heal a certain percentage of max health (makes it less random than now, can be easily tweaked. Current implementation is hard to balance and not intuitive)
what the percentage time should be, i don't know. perhapos 35% ? not that important, can easily be adjusted.
I agree with you that Frenzy is really powerfull but only for Skulk and Fade it is usless for Gorges and Lerks. And I don't want to know how powerful I will be with Onos! In 185 Fades couldn't stay ages in Marinestart but now with fixed Frenzy a Fade can attack the Base as long as he does enough kills.
@Yuuki Swarm gives you 25% more DMG if you attack a player or structure that has been attacked in the last 3 seconds by another player .
Frenzy should just increase damage resistance by 10% each time, and wear off after a while.
It would allow you to literally go on a frenzy, the extra damage protection stacking up and allowing you to take on bigger and bigger targets until eventually you die.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited October 2011
I included now an optional change for frenzy in my <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115099" target="_blank">server mod</a> - frenzy heal changed (heal ~40% of you max HP over time (10 hps), instead of depending on overkill damage, which was bad for lerks and gorges)
The ability in which Fades can 1 shot a marine from 100hp / 0 armor, and the fact that a melee 3 fade can 2 shot a marine from 100hp/90 armor.
Personnaly I think we should try 3 shotting a marine, (not 2), and so that med packs can be dropped my the commander to help the marine in trouble. so max dmg per fade swipe (attack 1) is set no more than 100dmg.
I think this would go along way to balance the Fade
Or even the possibility that a med pack also gives a little armor boost.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
ok i took a look at it: currently swipe does (including the puncture dmg scalar) 105 damage. well, that means marines without armor get 1 shotted. I reduced the damage a little bit as an option for my server mod, so 1 swipe deals 99 damage. that makes medpaks possible, but the attack is still very dangerous. in most combat situation you would still die by 1 swipe, since I don't expect marines having exactly 100 / 0 HP/AP :)
<!--quoteo(post=1879065:date=Oct 10 2011, 12:53 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 10 2011, 12:53 PM) <a href="index.php?act=findpost&pid=1879065"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ok i took a look at it: currently swipe does (including the puncture dmg scalar) 105 damage. well, that means marines without armor get 1 shotted. I reduced the damage a little bit as an option for my server mod, so 1 swipe deals 99 damage. that makes medpaks possible, but the attack is still very dangerous. in most combat situation you would still die by 1 swipe, since I don't expect marines having exactly 100 / 0 HP/AP :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Completly understand that, but on the off chance that you have just killed a few skulks, and a commander drops you med kits, at least a fade wont just 1 shot you.
Also taking into account, that 1 fade rushing 3 marines (that all have 0 armor), it will take the fade 6 swipes to kill the marines rather than 3, this allows the marines to basically (assuming they can shoot straight), to do twice the DPS (yet i know its not quite double) and possibly kill it, or force it to retreat.
Comments
Currently, the healing effect is based on the overkill damage exceeding the victim's health. Since Lerks and Gorges do very little damage per hit, they only heal for 10-20 health. But Fades can sometimes hit a marine in excess of 100 damage overkill. That makes Frenzy almost useless on Lerks and Gorges, and quite a gamble for Skulks, but can be very powerful on Fades.
Frenzy could be improved by consistently healing for around 50 health per kill.
-heal over time (makes it less usefull in big fights, but still usefull as a lone preditor killing single marines)
-heal a certain percentage of max health (makes it less random than now, can be easily tweaked. Current implementation is hard to balance and not intuitive)
what the percentage time should be, i don't know. perhapos 35% ? not that important, can easily be adjusted.
(Btw, does anybody knows what swarm does ? I never understood...)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114786" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114786</a>
I agree with you that Frenzy is really powerfull but only for Skulk and Fade it is usless for Gorges and Lerks. And I don't want to know how powerful I will be with Onos!
In 185 Fades couldn't stay ages in Marinestart but now with fixed Frenzy a Fade can attack the Base as long as he does enough kills.
@Yuuki
Swarm gives you 25% more DMG if you attack a player or structure that has been attacked in the last 3 seconds by another player .
It would allow you to literally go on a frenzy, the extra damage protection stacking up and allowing you to take on bigger and bigger targets until eventually you die.
- frenzy heal changed (heal ~40% of you max HP over time (10 hps), instead of depending on overkill damage, which was bad for lerks and gorges)
Personnaly I think we should try 3 shotting a marine, (not 2), and so that med packs can be dropped my the commander to help the marine in trouble. so max dmg per fade swipe (attack 1) is set no more than 100dmg.
I think this would go along way to balance the Fade
Or even the possibility that a med pack also gives a little armor boost.
Completly understand that, but on the off chance that you have just killed a few skulks, and a commander drops you med kits, at least a fade wont just 1 shot you.
Also taking into account, that 1 fade rushing 3 marines (that all have 0 armor), it will take the fade 6 swipes to kill the marines rather than 3, this allows the marines to basically (assuming they can shoot straight), to do twice the DPS (yet i know its not quite double) and possibly kill it, or force it to retreat.