Remember that extremely skilled fade focus who could so-win an entire public game in NS1, and make half the server leave when they saw they played against him ?
<!--quoteo(post=1946688:date=Jun 26 2012, 09:10 PM:name=thrawn)--><div class='quotetop'>QUOTE (thrawn @ Jun 26 2012, 09:10 PM) <a href="index.php?act=findpost&pid=1946688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember that extremely skilled fade focus who could so-win an entire public game in NS1, and make half the server leave when they saw they played against him ?
Yea well, that's exactly what you are proposing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Scrapping the good player advantage- how about using pres to upgrade a lifeform to next level?? Players could save res to either upgrade to lerk/fade/onos, or stay skulk and upgrade it to level 2 and 3.
I love playing as skulk and I started this topic to address its poor performance late game. It would be great if there were an option of using pres to upgrade the skulk rather than going onos.
It may address early onos rushes too if all they are weaker 'newborn' ones which can become stronger later in the game as players save for the next level.
Once a life form has been upgraded you could hatch at that level. Getting to say level 3 onos could be a challenge and a real investment saving 75 for initial onos and say 50 per lvl of upgrade.
<!--quoteo(post=1946841:date=Jun 26 2012, 08:27 PM:name=mickoo)--><div class='quotetop'>QUOTE (mickoo @ Jun 26 2012, 08:27 PM) <a href="index.php?act=findpost&pid=1946841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love playing as skulk and I started this topic to address its poor performance late game.<!--QuoteEnd--></div><!--QuoteEEnd-->
The game already has designs in place to address that - they're just incomplete in various ways (xenocide, damage/armor/health balance, umbra, primal scream...etc etc)
It's not a case of 'missing mechanics', it's more that 'skulks scaling well into the late game' isn't a priority yet (at least I hope)
At the end of the day, the skulk <i>should </i>be effective in the late game, but only as effective as you can justify for a <b>free </b>lifeform (at a time when everyone should either be floating money, or going broke and losing as the scales tip against them)
This is a brilliant idea but I think a small tweak Everyones saying good players will be unstoppable so make it that the maturing doesnt effect the player vs player side of the game but the player vs structure side and mature lifeforms could destroy dropped weapons on the ground.
Mature over time or that for every structure you destroy you become better at destroying the next structure quicker.
Would certinly address the boring chomping on res nodes or power for 2 minutes every time.
Would also add a strategy of skulking around attacking structures till you're mature enough for an attack on the marine starts Command chair or power node so it went down quick.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I love playing as skulk and I started this topic to address its poor performance late game. It would be great if there were an option of using pres to upgrade the skulk rather than going onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sayin' they should add a mutation chamber, similar to an armory that the Kham can unlock upgraded versions of each life form.
I'd totally spend 75 res for a harder, better, faster, stronger skulk instead of an onos.
Comments
Yea well, that's exactly what you are proposing.
Yea well, that's exactly what you are proposing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Scrapping the good player advantage- how about using pres to upgrade a lifeform to next level??
Players could save res to either upgrade to lerk/fade/onos, or stay skulk and upgrade it to level 2 and 3.
I love playing as skulk and I started this topic to address its poor performance late game. It would be great if there were an option of using pres to upgrade the skulk rather than going onos.
It may address early onos rushes too if all they are weaker 'newborn' ones which can become stronger later in the game as players save for the next level.
Once a life form has been upgraded you could hatch at that level. Getting to say level 3 onos could be a challenge and a real investment saving 75 for initial onos and say 50 per lvl of upgrade.
The game already has designs in place to address that - they're just incomplete in various ways
(xenocide, damage/armor/health balance, umbra, primal scream...etc etc)
It's not a case of 'missing mechanics', it's more that 'skulks scaling well into the late game' isn't a priority yet (at least I hope)
At the end of the day, the skulk <i>should </i>be effective in the late game, but only as effective as you can justify for a <b>free </b>lifeform (at a time when everyone should either be floating money, or going broke and losing as the scales tip against them)
Everyones saying good players will be unstoppable so make it that the maturing doesnt effect the player vs player side of the game but the player vs structure side and mature lifeforms could destroy dropped weapons on the ground.
Mature over time or that for every structure you destroy you become better at destroying the next structure quicker.
Would certinly address the boring chomping on res nodes or power for 2 minutes every time.
Would also add a strategy of skulking around attacking structures till you're mature enough for an attack on the marine starts Command chair or power node so it went down quick.
I'm sayin' they should add a mutation chamber, similar to an armory that the Kham can unlock upgraded versions of each life form.
I'd totally spend 75 res for a harder, better, faster, stronger skulk instead of an onos.