Suggestions for balance.
Marshall_Drummin
Join Date: 2012-12-04 Member: 174115Members
Think skulks need a VERY slight speed boost, nothing drastic (think hopping is fine). If you watch some comp matches at stingreddog's youtube channel (pewpew), marines are wiping skulks pretty easily. While aliens have superior numbers in the first battle, and a slight edge in enemy positional awareness, marines are still coming out on top pretty handily. A very small increase in inherent skulk speed should eliminate difficulty in closing ground, though anything more would lopside engagements again.
The celerity nerf seems a bit drastic. You really need celerity in combat for it to be worth 15 t.res. If celerity needed a nerf, a slight decrease in speed is a better solution than eliminating its effects in combat. Celerity in combat makes it viable as a first hive choice, when compared to crag and to a lesser extent shade.
Do not like lerk tracers, rookie friendly server option imo. Vanilla lerks at 30 p.res timing is very stronk. Marine tracking is obscured heavily with tracers. On the other side of the spectrum, tracers eliminate the use of perching. Hard work down the drain : * (
Could decrease the time it takes for eggs to spawn in larger servers, based on player count. For every additional player on a team, let's say at egg spawn time a check could be made and egg spawn timer adjusted accordingly.
Lerk regeneration seems to have been nerfed (very minor suggestion). Regen in combat is off, which is good, but instead of increasing the hp regen, I might suggest decreasing the cost of regen to 5 t.res. I choose this option because the only class that should be using regen is lerk, and every trait should have its day in the sun.
Camouflage has a very sensitive threshold for deactivation. This becomes a problem when shift-walking off a small ledge. In two parts, camo deactivates very sensitively in this situation, and you turn into a opaque green model at first. Change the deactivation appearance to a regular skulk, instead of green.
Falling off ledges as a shift-walking skulk cannot be heard client side.
Just some suggestions.
Love your game guys,
glhf
The celerity nerf seems a bit drastic. You really need celerity in combat for it to be worth 15 t.res. If celerity needed a nerf, a slight decrease in speed is a better solution than eliminating its effects in combat. Celerity in combat makes it viable as a first hive choice, when compared to crag and to a lesser extent shade.
Do not like lerk tracers, rookie friendly server option imo. Vanilla lerks at 30 p.res timing is very stronk. Marine tracking is obscured heavily with tracers. On the other side of the spectrum, tracers eliminate the use of perching. Hard work down the drain : * (
Could decrease the time it takes for eggs to spawn in larger servers, based on player count. For every additional player on a team, let's say at egg spawn time a check could be made and egg spawn timer adjusted accordingly.
Lerk regeneration seems to have been nerfed (very minor suggestion). Regen in combat is off, which is good, but instead of increasing the hp regen, I might suggest decreasing the cost of regen to 5 t.res. I choose this option because the only class that should be using regen is lerk, and every trait should have its day in the sun.
Camouflage has a very sensitive threshold for deactivation. This becomes a problem when shift-walking off a small ledge. In two parts, camo deactivates very sensitively in this situation, and you turn into a opaque green model at first. Change the deactivation appearance to a regular skulk, instead of green.
Falling off ledges as a shift-walking skulk cannot be heard client side.
Just some suggestions.
Love your game guys,
glhf