when are you suposed to use vortex?
fraco
Join Date: 2012-11-27 Member: 173443Members
i rarely see this upgrade and when i get it i don t even know how i am suposed to use it.
the best way i see to use it is to supress turet generator but it seem useless if you can t hit it while vortex is active!
when did you felt it was best to use vortex that to hit your target?
for the intel, i usually use fade with regen and blink (i don t use fade if i dont have these upgrades). So i usually use harass strategy.
the best way i see to use it is to supress turet generator but it seem useless if you can t hit it while vortex is active!
when did you felt it was best to use vortex that to hit your target?
for the intel, i usually use fade with regen and blink (i don t use fade if i dont have these upgrades). So i usually use harass strategy.
Comments
Not used it since beta though so cant help in its current form.
Other than that it's pretty meh for it's cost and tier. A suggestion could be to create the Vortex around the Fade to produce a small AoE slowing effect to help shut down a Marine in close combat while you dance around him, but I dunno.. it's still a weird ability. I'd rather just have Metabolize back to counter the reduced eHP.
It's only good for exos if your onos/other lifeforms are REALLY coordinated and the exo in question is bad.
(this is why when you try to beacon it randomly doesn't work sometimes and you go WTF but it's probably a fade vortexing)
Had this happen 2 days ago, myself(an onos) another onos, and a gorge took down power in the rine start, there was only 1 rine left in this base but as we go to kill him a fade came in and vortexes him. This repeated as the fade vortexes him every time we get near him, eventually we kill him then move on to structures which the fade vortexes..... After a minute or or 2 the rines make a coordinated push back and we were forced to retreat, thanks to vortex we did not destroy a single structure though we did damage them all.....
For what? A few seconds? Not worth the energy cost.
Acid rocket back plz. If you want to keep vortex, make it an alien commander ability.
Other than that it's pretty meh for it's cost and tier. A suggestion could be to create the Vortex around the Fade to produce a small AoE slowing effect to help shut down a Marine in close combat while you dance around him, but I dunno.. it's still a weird ability. I'd rather just have Metabolize back to counter the reduced eHP.<!--QuoteEnd--></div><!--QuoteEEnd-->
Units/buildings in vortex are invincible to damage.
The only real "use" I've seen, is vortexing a phase gate while your team takes down the powernode, or the obs likewise to prevent beacons. In both cases it's usually better to just attack it instead. Vortex doesn't last long enough and it eats too much energy.
It's useless at both of these things.
This has been almost impossible to execute in practice in my experience. The Fade can't usually stick around to refresh it, he has to blink in, vortex and bail. And a couple seconds of safety from the exo is not enough for your team to do much damage to his teammates even with incredibly precise coordination.
For example. You want to attack a base thats empty. Get 1 or 2 guys to join you. Keep another team ready to atttack another base.
First thing you do is vortex the phase non stop. while the 2nd guy destroys the observatory. If they becon before the observatory is destroyed. Thats fine.
2nd team attack the 2nd base phase gate.
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If they don't becon in time, take out the observatory then power. Keep the phase in vortex. Once power is down everything is peachy. Take your time dismantaling the base
Acid rocket back plz. If you want to keep vortex, make it an alien commander ability.<!--QuoteEnd--></div><!--QuoteEEnd-->
WOOOO
YEAHHH
ACID ROCKET
Calling Vortex 'situational' is an understatement. If 4 to 8 seconds makes or breaks the assault on a single-target you're already doing it wrong. 'Back to back vortex' is also a fallacy, as you can only do two back-to-back Vortex with a delay on the third. That assumes you aren't a derp, and took celerity as your movement upgrade and it also assumes you aren't blinking/shadow stepping/attacking while attempting Vortex. I guess you could go adrenaline for more Vortex/blink energy, but why you would do that is beyond me. By the time you have three hives, vortex locking Marine structures isn't going to gain you much of anything since Lerks with Umbra, Gorges with Bile, and Onos with stomp will be more than enough to win in quite literally any situation.
Even Xeno, an admittedly under powered ability, is far better.
I don't think the Dev's are going to change it to something useful any time soon either. Right now we're at the tail end of nerfing Aliens, not giving them more toys that are actually useful.
Power Sap: A fade strikes the structure and shuts down any marine non-tech or non-res structure for 5 seconds. The fade explodes if it attempts to sap a power node.
lol
I would prefer the reverse tbh. Vortex power disables the lights in room for 20 seconds.
If you are in the position of what to do with res as alien just drop more onos eggs and teleport upgraded whips into the enemy main.
Its best use seems to be first-strike against a group of 2-3 Exos where you want to immediately reduce the damage output of the marine group. But it's pretty mediocre in that role and would actually start to make the game worse if it was stronger at disabling marines.
It should definitely be replaced with something better fitting of Tier 3 combat. Ideally something which doesn't disable another player.
Vortex should bring both the fade and the marine out of phase where they can fight unimpeded by those not vortexed
Number one use: Unsuspecting marines. Even existing players get caught out by vortex, panic and unload their ammo into phase space, then pop back into the loving arms of said Fade.
Number two: Anything someone else on your team isn't already attacking. Jp'ers especially, gives skulks some time to move into the LZ without being fired upon, good example would be in Cargo hive on veil. The maggoty marine shooting the Gorge who is supporting the Onos'. The Arms Lab, a personal fav, example: late game big map, exos vs 3 hives, loiter with intent around the Marine spawn (you are a Fade, you can do that), occasionally step in, vortex armoury then arms lab then step out. ~6 seconds of no upgrades for the massive fight outside the pressured hive.
Etc etc.
Ps: I like this the most ... more mushookees on Australasian servers. We miss you.
Edit: YOU WHAT, it doesn't remove passive building effects? Hmmmm, with that in mind, I'm pretty sure some random Onos killed a Marine spawning out of an infantry portal I thought I had votexed the other day, I was hoping it was my imagination ....
Another time is using it on the phase gate and letting other aliens bite the power. Good against obs and spawn portals.
It also can save the hive against exos as just continuously vortexing them will put them out of combat. While your team kills the remaining marines, you pretty much have the exo covered for them to kill later.
Its pretty much an anti exo skill. Problem is no one ever uses it, except for me and a few others. It is actually quite the game changer sometimes
I'd almost always, unless playing <= ~5v5, get all 3rd hive upgrades befor doing my bombard farm. And befor then I'd probably have a back-up shaded upgrade pod growing first.
And it's always a toss up between whip farming safely or exposing them at Ninja-able but naturally located res node.
From only my pub experience, mind you, as an Alien Khaam you either *need* whips or *want* to continue momentum. Vortex is part of enabling the latterf or your team.
I'm not implying anything, it's just that I can't seem to remember seeing one since... Since 4-5 patches ago? Strange. >:G
Bonus point if you vortex a marine right when a skulk's going to use xenocide
trolls trolling trolls