upcomming adren changes
arnyboy87
Join Date: 2012-08-13 Member: 155551Members
Ok guys so I saw on the feed that they have changed adren (in next patch I assume) to be a flat increase in the energy pool rather than an increase in % recovered over time and I would like to discuss it with you lot :P
I think this could be a great change but I have some thoughts, regarding how this will affect some of the lifeforms and gameplay:
Skulks: omg so skulks must now be able to leap 4-5 times in a row lol and it would need to be as if they increased the cost then what about the people that don't want adren ?
Gorge: This will be the death to the lifeform guys not be cause of bio bomb cause in this regards I think it will be a gd change to stop bio spam all the time but because of heal spray if you put this in I think you should make heal spray free or cost less alot less so as that the normal energy regain keep them close to 100%
Lerks: ok I could see this work, stop spore spam but this has already been addressed by increasing the cost so now what ? what if I want celerity (which I often take on my early lerks, but now I can;t change to adren when I get spores) so I stuck with a celerity lerks with normal energy but an increased spore cost ? again making you almost have to take adren
Fades: I think for fades this will be a gd change and promote better fade play, make people care about there energy and not just stay in until their HP is low(also might make people use the shade hive other abiltes rather than FD so they could hide somewhere to regain energy
Onos: This change I don't see effecting them to much as most ppl I know take celerity as a onos
Ok guys let me know what you think
I think this could be a great change but I have some thoughts, regarding how this will affect some of the lifeforms and gameplay:
Skulks: omg so skulks must now be able to leap 4-5 times in a row lol and it would need to be as if they increased the cost then what about the people that don't want adren ?
Gorge: This will be the death to the lifeform guys not be cause of bio bomb cause in this regards I think it will be a gd change to stop bio spam all the time but because of heal spray if you put this in I think you should make heal spray free or cost less alot less so as that the normal energy regain keep them close to 100%
Lerks: ok I could see this work, stop spore spam but this has already been addressed by increasing the cost so now what ? what if I want celerity (which I often take on my early lerks, but now I can;t change to adren when I get spores) so I stuck with a celerity lerks with normal energy but an increased spore cost ? again making you almost have to take adren
Fades: I think for fades this will be a gd change and promote better fade play, make people care about there energy and not just stay in until their HP is low(also might make people use the shade hive other abiltes rather than FD so they could hide somewhere to regain energy
Onos: This change I don't see effecting them to much as most ppl I know take celerity as a onos
Ok guys let me know what you think
Comments
It can't not affect others for the reasons I gave above most lifeforms take adren at some point in the game hence they will be affected and as I said I think it would be gd for fades but fades aren't the only lifeform in the game
Take the gorge for example. There is a point at which, during sustained bile bomb usage, energy regeneration will be superior to simply having more energy. That point will arise after a certain amount of time. If the average duration of sustained bile bomb usage is less than this time, however, then there is no difference. So, lets say that on average, when a gorge begins to spam bile bomb, he will do so for 13 seconds. However, lets say that, with the increased amount of energy the new adrenaline brings, a gorge will run out of energy after sustained bile bomb usage in 15 seconds. In such a scenario, there is absolutely no difference between the old adrenaline and the new adrenaline. Due to the way most lifeforms use their ability, this is the case for almost all of them.
The one lifeform for whom this is not the case, is the Fade. This is because they typically use all their adrenaline to get into combat, and regenerate it while they are fighting. Due to the prolonged use of blink, and how quickly it drains energy, the point at which energy regeneration is superior to more energy arrives much sooner.
This worries me less as you will always have down time inbetween attacking and heal for example and if they keep the normal energy regen at the same as it is now then I don't see it being a problem
Take the gorge for example. There is a point at which, during sustained bile bomb usage, energy regeneration will be superior to simply having more energy. That point will arise after a certain amount of time. If the average duration of sustained bile bomb usage is less than this time, however, then there is no difference. So, lets say that on average, when a gorge begins to spam bile bomb, he will do so for 13 seconds. However, lets say that, with the increased amount of energy the new adrenaline brings, a gorge will run out of energy after sustained bile bomb usage in 15 seconds. In such a scenario, there is absolutely no difference between the old adrenaline and the new adrenaline. Due to the way most lifeforms use their ability, this is the case for almost all of them.
The one lifeform for whom this is not the case, is the Fade. This is because they typically use all their adrenaline to get into combat, and regenerate it while they are fighting. Due to the prolonged use of blink, and how quickly it drains energy, the point at which energy regeneration is superior to more energy arrives much sooner.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes this is true, and this was somthing I am sure if you read my OP you will see I mention but what about Heal Spray what do u think about that ?
This needs to be answered. It will tell us whether adren will still effectively increase regen rates...
shifts recharge energy ^_^
Yes yeah do, however they shouldn't be required for any alien to be able to use there standard abilty bite, heal spray as much as they want. anyway I think all tier 1 abiltes (and flaping your wings as a lerk really ?) should cost less than the normal energy regen so they can be used as much as they want why not ?
Because a marine can't fire his LMG as much as he wants without either making the comm spend tres for him specifically, or returning to an armory.
It will give the Khamm more decisions to make instead of just spamming out lifeforms. More decisions, more depth. I like this change because it will encourage Shift usage for more than just egg-mothers. Although it's unofficial and I can't pull a log of it, Charlie said last night in Ryne's stream (twitch.tv/rwryne) of a Gather game, that he would look into making a Shift mature faster as it would encourage Echos, and that it fits thematically.
edit: as for the effect on the gorge, this is a good thing. Make them choose between healing themselves or throwing out a bile. I think we'll need to see a tiny stat upgrade to them though to make them a <i>tiny</i> bit beefer, in the range of 3-5%.
It will, however, give some of the lifeforms a nice staying power. As long as they monitor their energy mind you, otherwise they will run dry and be just as vulnerable as before. Should make some idiot fades die.
Most gorges won't be on the front lines long enough to totally deplete their energy on bilebomb, and even if they do, I don't think bilebomb should be infinitely spammable. As far as healing goes, the gorges should have plenty of time to heal up an onos or two without running out of energy. That's fine. Healing a hive during a marine assault is the only time I see it being a hindrance, but I still think that's OK.
The one thing I don't see it hindering, though... is fades. If people are holding down Blink to move through the map, they're doing it wrong. You can go crazy fast and far by just hopping and tapping blink while you ascend.
I suspect this might lead to more use of forward alien stations that heal and recharge the aliens with a crag and shift in them.
I doubt that will happen without any other changes but we'll see ! :)
echo is bad simply because it takes ages and the cooldown is huge. Needing to fight the UI and micro shift batteries in order to echo in a timely fashion is too much for my taste.
As for the adren change, look forward to trying it out although i'm slightly concerned about vortex spam and stomp spam but overall a good change!
As for the adren change, look forward to trying it out although i'm slightly concerned about vortex spam and stomp spam but overall a good change!<!--QuoteEnd--></div><!--QuoteEEnd-->
i wouldnt worry too much about spam
because you can spam vortex and stomp right now anyway, it couldnt possibly get any worse
Or have a second, inner energy circle that appears when you have adrenaline.
how about a circle around the current energy circle that indicates the extra energy.
at full energy both circles are full
the outer circle then depletes 1st followed by the inner circle (current energy circle)
same with regenerating the energy, the inner circle will fill 1st followed by the outer circle
edit : seems tim beat me to it :P
Seems intuitive and correct.
I like this change. It will make shifts useful, especially if aliens have adrenaline.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->AWESOME Change. I really hope this will make the Shade hive much more popular for Aliens. Silence, Feign Death and Camouflage are really under-appreciated at the moment IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->
No. Shade tech still sucks.
At this point, can't we just remove upgrades and balance aliens around not having them?
Silence is still useful on skulks, better nerf it. Lets make it so silence only works when walking.
This would need to be balanced by making improvements to the other tech trees, to make them equally viable.
For Crag, the change to make it more use would be to remove the carapace slowdown. This would really make it a choice between more speed or more armor between the first 2 hives.
For Shade, well I'm stuck actually. I can't think of any suggestions to make the hive more viable..
Currently the only advantage of shade hive is its cheap. Short term benefit at best, when its just going to become a liability unless you quickly get the other two hives.
My suggestion would be merge camo and silence into one upgrade, and increase shade costs to same as others. Also make feign death show a fake point score, so its not obvious that you are using it.
They also need to stop nerfing shade stuff. Shades themselves became more expensive, and the ink no longer blocks active scans - effectively making it useless. First scan will decloak it, and the ARCs will instantly kill it. No chance to block with ink. gg.