regen/adrenaline/camo buff
maD maX
Join Date: 2010-01-28 Member: 70347Members
Ok, so my biggest flaw as a com would probably be that i pretty much refuse to upgrade any of these until very late game. In my opinion cara/celerity/silence is a better combination for every life form, and doubling up on upgrades before things like spores/blink/stomp and shift, is poor res management.
If i get a regen/adren for a player i just sunk 60 res to make him how much better? If i thought half my team would prefer these upgrades Id consider it but i dont get that feeling.
So id simply like to see a buff to adren/regen so i can be less angry when i see people using them.... i dont know how youd buff camo but by the time I have a shade hive im starting to drop shades all over the map so i dnt know why you need it.
If i get a regen/adren for a player i just sunk 60 res to make him how much better? If i thought half my team would prefer these upgrades Id consider it but i dont get that feeling.
So id simply like to see a buff to adren/regen so i can be less angry when i see people using them.... i dont know how youd buff camo but by the time I have a shade hive im starting to drop shades all over the map so i dnt know why you need it.
Comments
Adren is good for gorges/spore/umbra lerks.
It needs to be 150% pool + 150% regen to be viable for anything else.
Adrenaline is amazing for Gorges so I disagree on it being poor res management.
Regen isn't great at the moment, perhaps provide 50% passive health regen in combat and 100% extra outside of combat.
Lerks and Fade benefit from adrenaline too, although it is not so clear cut there, as there are several players that swear by celerity on Fades. Still majority of Fade and Lerk players would get far more benefits and be able to utilize adrenaline far better than celerity.
In short: Adrenaline is actually useful, and should be researched after celerity in the mid-game once fades/lerks hit the field or you need battle gorges to pocket heal your early onos.
You are completely correct thought that Regeneration and Camouflage are completely useless and there is no point to research them instead of, or even in addition to Carapace and Silence,
It needs to be 150% pool + 150% regen to be viable for anything else.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree it should be 150%/150% but until then... once you use up your energy as an adrenline alien your back to being stock with effectivly no advantage.... Celerity is about reducing your dependence on energy so you dont run out.
For lerk you need celerity to avoid SG a slow lerk is a dead lerk.... unless they bring back NS1 ranged spores...
For gorge, running is surviving, and without a shift near by you cant spam anything without running out of energy.
for fade, a larger energy pool is nice, but without a shift nearby to fill it up your nearly as handycapped as a fade with no shift upgrades, where as with celerity your dependance on energy is minimal.
New adren I would only ever really use as fade or lerk and even then I prefer celerity because I feel like it rewards better play and more careful resource management.
Celerity takes a few moments to kick in if you were standing still, and is instantly canceled if you take a damage. If you are good enough to get away from position before marines start firing at you, you don't need celerity to survive, and if you are bad/unfortunate enough to not being able to do that celerity wont help you escape anyway. If you have trouble catching up to your team mates, learn the magic of gorge drifting.
Meanwhile, Adrenaline gives you greater efficiency when you need to vomit your entire energy reserve onto near-death Onos and greater energy stockpile (even without faster regeneration) gives you greater flexibility as you usually have enough energy for a few extra bile bombs or heals that you wouldn't have as celerity gorge.
Adrenaline could use a slight buff, yeah, but even so, it is superior for Gorges and useful for Lerks and Fades even in its current state..
celerity is good n all, but with double adrenaline you can use twice as much blink/shadow step which would surely compensate for a lack of 'out of combat' speed.
to be honest i've been using adrenaline for everything, because even as skulk i often lack the adrenaline for 1 more leap to finish off a marine - and onos just seems to be out of energy immediately after killing a couple of marine so you don't even have the energy to 'charge' escape.
it's celerity that needs a buff :D
Im pretty sure bellyslide isnt affected by how much energy you have only by having enough.... second belly slide removes any ability to strafe and dodge, so unless you have a downhill ramp to give you a huge speed boost Id prefer to use celerity and jump erratically then bellyslide in a strait line.
Also as far as celerity Im pretty sure it functions similar to wall hoping, where momentum can be maintained by jumping and minimizing time in contact with the ground, so if you do get hit, you may lose celerity, but if you may be able to maintain more of your speed
celerity is good n all, but with double adrenaline you can use twice as much blink/shadow step which would surely compensate for a lack of 'out of combat' speed.
to be honest i've been using adrenaline for everything, because even as skulk i often lack the adrenaline for 1 more leap to finish off a marine - and onos just seems to be out of energy immediately after killing a couple of marine so you don't even have the energy to 'charge' escape.
it's celerity that needs a buff :D<!--QuoteEnd--></div><!--QuoteEEnd-->
did you just promote adrenaline for onos? ...sorry i cant even consider any other argument or reasoning you may have made.
Also as far as celerity Im pretty sure it functions similar to wall hoping, where momentum can be maintained by jumping and minimizing time in contact with the ground, so if you do get hit, you may lose celerity, but if you may be able to maintain more of your speed<!--QuoteEnd--></div><!--QuoteEEnd-->
if you take damage you LOSE celerity though... wtf are you in some kind of western movie where you do a little dance and the bullets ricochet around your feet ? :P
<a href="http://www.youtube.com/watch?v=Vh4Kx9IqIZw" target="_blank">http://www.youtube.com/watch?v=Vh4Kx9IqIZw</a>
damn, remo - you're good!
I think for regen the comment about 50% regeneration even in combat, 100% out of combat and maybe a faster switch to go from combat to non-combat speed would make it useful. Means if a fade or skulk chewing a res node manages to kill the marine who came to clear them out they can carry on chewing the res node and not be killed by the next stray bullet.
Adrenaline was much more useful when it speed up energy restore, maybe a shift to slightly faster restore and larger energy store would make it useful again.
I think for regen the comment about 50% regeneration even in combat, 100% out of combat and maybe a faster switch to go from combat to non-combat speed would make it useful. Means if a fade or skulk chewing a res node manages to kill the marine who came to clear them out they can carry on chewing the res node and not be killed by the next stray bullet.
Adrenaline was much more useful when it speed up energy restore, maybe a shift to slightly faster restore and larger energy store would make it useful again.<!--QuoteEnd--></div><!--QuoteEEnd-->
regen in combat would make it too much of a crossover with carapace though... i kinda like regen as skulk or lerk, if you win your 1v1 then you can heal up and always enter your next fight with full hp.
- Regen should work constantly like in NS1, maybe at a slower pace in combat; there's no reason for it to be out-of-combat only. It doesn't conflict with Carapace because most combat is too fast for it to make a significant difference to longevity, it's just nice not to have to worry about catching a stray bullet or two while healing.
- Camo should work like NS1 - always on outside of combat, with only partial cloaking while running or using movement skills.
If you're noticing a pattern, yes, these upgrades were pretty much fine in NS1 after years of balancing. The differences in NS2 pretty much feel like change for change's sake.
Yeah but without cara wining your 1v1 is a bit harder. Also, between the current smallish map size and lerk/skulk speed with celerity you can run to a hive heal back up and be back attacking in nearly the same time it takes for regen to heal you back to full
- Regen should work constantly like in NS1, maybe at a slower pace in combat; there's no reason for it to be out-of-combat only. It doesn't conflict with Carapace because most combat is too fast for it to make a significant difference to longevity, it's just nice not to have to worry about catching a stray bullet or two while healing.
- Camo should work like NS1 - always on outside of combat, with only partial cloaking while running or using movement skills.
If you're noticing a pattern, yes, these upgrades were pretty much fine in NS1 after years of balancing. The differences in NS2 pretty much feel like change for change's sake.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah i don't think those changes would hurt game balance too much.
except my concern about combat regen vs carapace... carapace adds 20 armor (40 effective hp) to the skulk, therefore regen should heal significantly less than 40 in the time of the average combat engagement. the regen rate would obviously need to scale depending on max hp, while still ensuring that carapace is worthwhile.
I don't like celerity. I feel like celerity is an expensive hotfix for a much larger alien mobility issue. I don't like it because it's always necessary; It's an illusory choice. Aliens should start with it.
This seems like a minimum implementation, why would a gorge loose celerity because his bilebomb is still doing damage. I'd argue that a evolution shouldn't be taken away at all. Except for celerity there is no established relationship between speed and damage so why introduce it with celerity.
As far as balance why is it that aliens are the only ones who get a "combat" handicap? If we are going to limit upgrades due to fighting, I'd like to see Jetpacks fall out of the sky when they take damage, and exos have a slower cool down rate when taking damage.
- Regen should work constantly like in NS1, maybe at a slower pace in combat; there's no reason for it to be out-of-combat only. It doesn't conflict with Carapace because most combat is too fast for it to make a significant difference to longevity, it's just nice not to have to worry about catching a stray bullet or two while healing.
- Camo should work like NS1 - always on outside of combat, with only partial cloaking while running or using movement skills.
If you're noticing a pattern, yes, these upgrades were pretty much fine in NS1 after years of balancing. The differences in NS2 pretty much feel like change for change's sake.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd agree with all of these but I'd like to see an additional buff to camo where you don't show up on the minimap or with motion tracking from an obs but still show up if spotted by a player. Scans and the obs would still decloak you however. Silence masks your sounds and makes it hard for a marine to know you are coming even with an obs. Camo is just straight hard countered by the observatory which makes it kind of awful.
As far as balance why is it that aliens are the only ones who get a "combat" handicap? If we are going to limit upgrades due to fighting, I'd like to see Jetpacks fall out of the sky when they take damage, and exos have a slower cool down rate when taking damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
you could call it a combat handicap... except it's not a combat handicap, because it only works out of combat.
Your right I can call it a combat handicap! Because just like you said it only works out of combat, such that omg your losing an ability that you previously had because your in combat (sounds. Like a handicap)
when i'm running a marathon i'm handicapped because in a car i can go >50 kmh.
Lol, have yet to see this skulk-mobile.... but to use your analogy, Its like being able to sprint a marathon but being told you have to jog the 100meter so you dont make us white boys feel bad.
white boys.... in a marathon... u mad bro?
edit: i have no idea where this analogy is going
All you do is sneak up to enemies or wait for them to pass and THEN hit them. Take a few bites and run around a corner and camo/regen again. You can repeat this process quite a few times if your lucky :)
camouflage would be good if you could turn it on instantly by holding shift(to walk slow). (maybe make it use energy slowly while invisible) you'd be able to then bait and ambush without waiting for stuff to happen. you'd have control over it for better and more fun play.
can you imagine how fun it would be to play a fade that can blink, and turn invisible? what a mindf**k :) did he turn invisible or did he blink? where di it go! :D
skulks would be awesome with this too.