Khamm and gorge changes
3del!
Join Date: 2009-05-11 Member: 67386Members
<div class="IPBDescription">Khamm should be more involved in the game</div>So i had an idea yesterday, while i was thinking about my experience as Khamm. I feel that as Khamm, you often don't realize the game is over, because you don't interact with the lifeforms that much, and can't really help your team at the frontlines. I had one game, where we locked the marines in their spawn and i cysted up everything around them, built whips and all support structures, etc. but it didn't really feel like i contributed to the final push.
So here are my suggestions:
- add time limited buffs the Khamm can give to lifeforms for each hiveupgrade:
<ul><li>Shell: regeneration, carapace</li><li>Shift: celerity, adrenaline, silence</li><li>Shade: invisibility, faint death</li></ul>
I know that Charlie didn't want this function, in order to keep the game asymetrical, but i think this interaction would be very different from the marine commander, since it will not be effective if applyed during combat.
Situations i think would benefit from this change:
- A skulk without regen just cleared an area, but is very low on health without a gorge in sight. He'd have to go back to the hive, but the Khamm could spend 2 res to give him regen for 30 secs.
- A gorge is attacked by marines and needs to flee, and the Khamm can give him invisibility or celerity for 30 secs.
- A skulk is in a vent behind enemy lines, and the Khamm can give him silence for 30 secs.
- One thing i think should be instant, is adrenalin. It should be usable to give a burning alien a little energy, so it has a better chance of combatting/escaping.
Lots of other situations i think could benefit from it.
There would need to be a bit of tweaking of the exisitng upgrades, so a carapace lifeform getting a carapce buff wouldn't be too op, but i think since cara is op atm anyways, it could for example be changed to 20 extra armor for the upgrade and an additional 20 for the buff (which costs like 2 team res).
It would have to be visible or audible for the marines and the lifeform itself, that the buff was given.
I think the buff should be applyable when the Khamm selects a lifeform. So he doesn't drop it on the floor and anyone can get it (like the commander does with medpacks). This way it's not so hard to apply it, since aliens move very fast.
Another change that would go with that, would be to remove cyst costs and hardcap them to between 15 and 20 for each hive, so the Khamm has enough res to occasionally use the buffs. The problem i see with that, is that the Khamm could instantly replace killed off cysts without beeing punished for it. So maybe there'd need to be a cooldown for that. If you have any ideas on this, i'd love to hear them.
Since this is already a lot to discuss, i'll keep my gorge suggestions in the other thread, so this doesn't get too confusing.
What do you think? I'd also like to hear from the competative POV.
So here are my suggestions:
- add time limited buffs the Khamm can give to lifeforms for each hiveupgrade:
<ul><li>Shell: regeneration, carapace</li><li>Shift: celerity, adrenaline, silence</li><li>Shade: invisibility, faint death</li></ul>
I know that Charlie didn't want this function, in order to keep the game asymetrical, but i think this interaction would be very different from the marine commander, since it will not be effective if applyed during combat.
Situations i think would benefit from this change:
- A skulk without regen just cleared an area, but is very low on health without a gorge in sight. He'd have to go back to the hive, but the Khamm could spend 2 res to give him regen for 30 secs.
- A gorge is attacked by marines and needs to flee, and the Khamm can give him invisibility or celerity for 30 secs.
- A skulk is in a vent behind enemy lines, and the Khamm can give him silence for 30 secs.
- One thing i think should be instant, is adrenalin. It should be usable to give a burning alien a little energy, so it has a better chance of combatting/escaping.
Lots of other situations i think could benefit from it.
There would need to be a bit of tweaking of the exisitng upgrades, so a carapace lifeform getting a carapce buff wouldn't be too op, but i think since cara is op atm anyways, it could for example be changed to 20 extra armor for the upgrade and an additional 20 for the buff (which costs like 2 team res).
It would have to be visible or audible for the marines and the lifeform itself, that the buff was given.
I think the buff should be applyable when the Khamm selects a lifeform. So he doesn't drop it on the floor and anyone can get it (like the commander does with medpacks). This way it's not so hard to apply it, since aliens move very fast.
Another change that would go with that, would be to remove cyst costs and hardcap them to between 15 and 20 for each hive, so the Khamm has enough res to occasionally use the buffs. The problem i see with that, is that the Khamm could instantly replace killed off cysts without beeing punished for it. So maybe there'd need to be a cooldown for that. If you have any ideas on this, i'd love to hear them.
Since this is already a lot to discuss, i'll keep my gorge suggestions in the other thread, so this doesn't get too confusing.
What do you think? I'd also like to hear from the competative POV.
Comments
Would be cool if the Khamm could cast a blob of temporary infestation on an area, and it would provide the effects you have listed above - like little AOE buff.
Also Khamm needs to be able to cast Umbra, it would sooooo useful :)
(sorry i know i'm derailing a bit) Energy needs a comeback so commanders on both sides actually use abilities....
edit: but you are spot on, commanders really do not feel connected to their team - especially Khamm which you would expect to be even more connected since its the hive mind.
The other thing is, that I find in the end game, when the enemy base is more or less the last place left standing, the amount of res the commander has is unspendable, so it would be good to have these buffs to speed up the finishing stage of the game
I heard a lot of complaints about the Khamm, but haven't seen any suggestions apart from removing him, so i think a discussion is needed. The Khamm won't be removed from the game, UWE stated this time and time again. Are there any other ideas for the Khamm?
I'd also like to hear from the devs, if they think the Khamm role is final and if they are fine with his interaction with the game, or if there are any additional features planned for him.