fade and early lerk
mushookees
Join Date: 2008-03-26 Member: 63967Members
at the moment these 2 classes seem overpowered
Early lerk problem
Aliens can get full carapace upgrades 2 minutes into the game, this makes the lerk far too powerful early game, the problem is the lerk itself, maybe carapace should slow the lerk down and make flying take more adrenaline ? This isnt the only problem with the lerk, i think its yet to find a good role yet.
Fade problem
Fades are rushing into large groups of marines and they just wont die
Fades can immediately attack after exiting blink
Fades can kill non armor 2 marines with 1 swipe
Fades can insta blink to negate damage
Fades aren't committing themselves in a fight, the only class that should rush a large number of marines is the onos, and even then the onos is committing himself to the fight. I suggest adding a delay to blink before and after attacking. The fade can still blink in and insta blink away if he feels its too dangerous, but if hes going to attack then he has to be out of blink for 1 or 2 seconds before he can swipe, and then if he wants to blink away, he has to wait 1 or 2 seconds after attacking.
what do you guys think ?
Early lerk problem
Aliens can get full carapace upgrades 2 minutes into the game, this makes the lerk far too powerful early game, the problem is the lerk itself, maybe carapace should slow the lerk down and make flying take more adrenaline ? This isnt the only problem with the lerk, i think its yet to find a good role yet.
Fade problem
Fades are rushing into large groups of marines and they just wont die
Fades can immediately attack after exiting blink
Fades can kill non armor 2 marines with 1 swipe
Fades can insta blink to negate damage
Fades aren't committing themselves in a fight, the only class that should rush a large number of marines is the onos, and even then the onos is committing himself to the fight. I suggest adding a delay to blink before and after attacking. The fade can still blink in and insta blink away if he feels its too dangerous, but if hes going to attack then he has to be out of blink for 1 or 2 seconds before he can swipe, and then if he wants to blink away, he has to wait 1 or 2 seconds after attacking.
what do you guys think ?
Comments
If I interpret this correctly (from progress list), it means Kharaa can't choose more than 1 lifeform upgrade early game (unless fast Hive, mid-game). It helps somewhat, but since the # of Shells scale the effectiveness of Carapace, full armor upgrade for Kharaa remains.
I guess it does encourage taking down research chambers to soften up Lerks, but mainly I think it's the "hide" armor recently introduced.
Blink does have a short cooldown currently to reduce Blink spam, I'm not sure about the attacking delay coming out of Blink though.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115653" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115653</a>
and try this :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115631" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115631</a>
More lifeforms = Less static defense(hydras)
More weapons = Less static defense(mines)
A problem though is that all the fades are released at the same time, so you can easily see 4 or 5 fades when the 2nd hive goes up, in a 6v6.
I would like to see fade and onos be untied from the number of hives you have. Fades would get metabolize when the hive is up(like ns1).
That way you could see fast, but weaker fades, and not everyone at the same time, due to RFK.
I would argue that harvesters would need a small cost increase due to the ease of replacement compared to marines counterpart the extractor, which have to be manually build by the marines, or a MAC(costing res) in mid-late game. I'd say 15 team res for a harvester.
A team of shotguns is the way to counter both fades and lerks.
Put a single flamer in the mix to cut the fades adrenaline(blink ability).
Shotguns do heavy damage so carapace doesn't really matter as much as you might think. Fades die from 2 pointblank(swipe range) SG hits.
Hopefully Yuuki's fade momentum mod will be implemented for the patch.