AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
<!--quoteo(post=1978268:date=Sep 16 2012, 06:21 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Sep 16 2012, 06:21 AM) <a href="index.php?act=findpost&pid=1978268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No. Shade tech still sucks. Silence is still useful on skulks, better nerf it. Lets make it so silence only works when walking.<!--QuoteEnd--></div><!--QuoteEEnd--> OH god, no, make it do what its meant to do or its pointless.
<!--quoteo(post=1978396:date=Sep 16 2012, 07:24 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Sep 16 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1978396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OH god, no, make it do what its meant to do or its pointless.<!--QuoteEnd--></div><!--QuoteEEnd--> Pretty sure mister nubs is doing his usual sarcasm/marine tears thing :p
At the risk of OT, here's a link to a list of suggestions for making shade viable <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120486" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=120486</a>
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1978225:date=Sep 15 2012, 06:15 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 15 2012, 06:15 PM) <a href="index.php?act=findpost&pid=1978225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, and even if you ignore that, the cost of shifting things around is just too extreme. 5 tres per shift? It would be a rare case where you would not simply build new stuff rather than shifting it.
But it is quite cool, apart from that. So a price review and adding some queuing to it, and it would suddenly become the fav chambers for the alien commander to play around with.
<!--quoteo(post=1978441:date=Sep 16 2012, 06:04 AM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 16 2012, 06:04 AM) <a href="index.php?act=findpost&pid=1978441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea, and even if you ignore that, the cost of shifting things around is just too extreme. 5 tres per shift? It would be a rare case where you would not simply build new stuff rather than shifting it.
But it is quite cool, apart from that. So a price review and adding some queuing to it, and it would suddenly become the fav chambers for the alien commander to play around with.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can see why they added a cooldown, because shifting dozens of whips into a base was too easy. I would almost say the cooldown is fine as it is, just too expensive to be used mid-game.
<!--quoteo(post=1978120:date=Sep 15 2012, 07:41 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 15 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1978120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty sure this change is 90% focused at fades. I don't see how it will affect any other lifeforms.<!--QuoteEnd--></div><!--QuoteEEnd-->
In my experience celerity is a much superior upgrade for fade, and it only becomes more so as the player becomes more skilled.
<!--quoteo(post=1978567:date=Sep 16 2012, 08:42 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Sep 16 2012, 08:42 PM) <a href="index.php?act=findpost&pid=1978567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In my experience celerity is a much superior upgrade for fade, and it only becomes more so as the player becomes more skilled.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why would an out-of-combat upgrade be better than an in-combat upgrade for a unit that is designed around being in combat as much as possible?
<!--quoteo(post=1978757:date=Sep 16 2012, 07:57 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Sep 16 2012, 07:57 PM) <a href="index.php?act=findpost&pid=1978757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why would an out-of-combat upgrade be better than an in-combat upgrade for a unit that is designed around being in combat as much as possible?<!--QuoteEnd--></div><!--QuoteEEnd-->
Because you'll be in combat for exactly the same amount of time <i>overall</i> with adren and with out. Unless of course the alien commander has built forward shift chambers, but no com actually wastes resources on those things unless they are dripping with t.res.
It also depends heavily on the situation where the extra energy can or wont be of any use. I can theorycraft out the ass about different combat scenarios and how strategical striking (blink in, attack, blink out, regen, repeat), the way fades should be played, is a huge nerf making celerity a better choice, but won't actually "fix" fades making the adren change meaningless. All it does is slows down combat significantly. Instead of buffing celerity to be inline with adren, they chose to nerf it instead, so now where stuck with garbage upgrades all around for the sake of making this game accessible for hello kitty players and carebears. You can play the game with zero upgrades as an alien and it will feel exactly the same.
Onos are getting carebear hug as a second hive ability. It gives a nearby marine a hug and then falls over dead, allowing the marine to waltz in the hive glowing rainbows and sparkles.
I don't know what teams you've been scrimming Nubs, but Shifts are devastating, and Khams love them. Drop one outside your opponent's base and you have near-infinite pressure directly onto his IPs. The amount of harvesters it saves will pay for the building (and the eggs) twice over in short time.
Comments
Silence is still useful on skulks, better nerf it. Lets make it so silence only works when walking.<!--QuoteEnd--></div><!--QuoteEEnd-->
OH god, no, make it do what its meant to do or its pointless.
Pretty sure mister nubs is doing his usual sarcasm/marine tears thing :p
At the risk of OT, here's a link to a list of suggestions for making shade viable
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120486" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=120486</a>
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-->
Yea, and even if you ignore that, the cost of shifting things around is just too extreme. 5 tres per shift? It would be a rare case where you would not simply build new stuff rather than shifting it.
But it is quite cool, apart from that. So a price review and adding some queuing to it, and it would suddenly become the fav chambers for the alien commander to play around with.
But it is quite cool, apart from that. So a price review and adding some queuing to it, and it would suddenly become the fav chambers for the alien commander to play around with.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can see why they added a cooldown, because shifting dozens of whips into a base was too easy. I would almost say the cooldown is fine as it is, just too expensive to be used mid-game.
In my experience celerity is a much superior upgrade for fade, and it only becomes more so as the player becomes more skilled.
Why would an out-of-combat upgrade be better than an in-combat upgrade for a unit that is designed around being in combat as much as possible?
Because you'll be in combat for exactly the same amount of time <i>overall</i> with adren and with out. Unless of course the alien commander has built forward shift chambers, but no com actually wastes resources on those things unless they are dripping with t.res.
It also depends heavily on the situation where the extra energy can or wont be of any use. I can theorycraft out the ass about different combat scenarios and how strategical striking (blink in, attack, blink out, regen, repeat), the way fades should be played, is a huge nerf making celerity a better choice, but won't actually "fix" fades making the adren change meaningless. All it does is slows down combat significantly. Instead of buffing celerity to be inline with adren, they chose to nerf it instead, so now where stuck with garbage upgrades all around for the sake of making this game accessible for hello kitty players and carebears. You can play the game with zero upgrades as an alien and it will feel exactly the same.
Onos are getting carebear hug as a second hive ability. It gives a nearby marine a hug and then falls over dead, allowing the marine to waltz in the hive glowing rainbows and sparkles.