Removed Alien Upgrades?

Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
So when are Feign Death and Hypermutation (or whatever they're being replaced with) going to be re-introduced? I thought they were supposed to be coming back with the Gorgeous patch (or before that).
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Comments

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    hope they change them to something else, both didnt really work for ns2

    i do think silence should grant obs invisibility provided you move slowly/ stationary.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    In BT

    silence/camo are replaced with phantom (which grants camo first, then as you get more veils you get silence combined with it)

    The second upgrade is AURA, which makes it so you can see marines through walls at close ranges, by giving them a heartbeat type symbol
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    I unno, hyper seems like an awesome upgrade.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    Hence the reason I said "or whatever they're being replaced with"...

    Just wondering because after having played with 8 ability choices it seems kinda sparse with only 6 and most of the time it being a no-brainer which to pick.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Hyper was broken as hell back in beta. You could exploit it and get a 2 min Onos if I remember correctly.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited April 2013
    joshhh wrote: »
    Hyper was broken as hell back in beta. You could exploit it and get a 2 min Onos if I remember correctly.

    The main problem was that the commander could drop life form eggs for pres.

    Still, Hypermutation should not be brought back (as an upgrade), as it was pretty inconsistent with the other upgrades.
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    In the bt mod Slience and Camo are combined into one upgrade ("Phantom") and a new upgrade ("Aura") has been added. Aura is basically Scent of Fear from NS1.

    More upgrades would be cool, but Hypermutation and Feign Death just didn't work.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited April 2013
    Feign Death was an interesting attempt at getting a 'redemption-like' ability in NS2, but it lead to more frustration than benefit. It was particularly op on lerks/fades who could basically 'die' (feign death) and then escape when the marine turned to another opponent. Also, add in the fact that you pretty much had to double-tap every skulk and it was a frustrating experience for every marine.

    Edit: Maybe an interesting 'redemption/feign death'-like ability would be something like revenge; where when you die, it does additional damage to the person who killed you.
  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    pardon my ignorence, but what is hypermutation? I've never played NS1.
  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    edited April 2013
    ScardyBob wrote: »
    Feign Death was an interesting attempt at getting a 'redemption-like' ability in NS2, but it lead to more frustration than benefit. It was particularly op on lerks/fades who could basically 'die' (feign death) and then escape when the marine turned to another opponent. Also, add in the fact that you pretty much had to double-tap every skulk and it was a frustrating experience for every marine.

    Hmm, that is certainly frustrating, but then getting one-shot by shotguns (even with carapace) isn't exactly fun either.

    If I remember correctly, in TF2, the Spy has an item that while activated allows him to feign death as soon as he takes one shot, becoming invisible for a short time and allowing him to run away.

    Perhaps Feign Death could be a tier 2 or 3 upgrade for skulks only?
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Aura sounds cool, and I like the idea of Phantom (and going back to the 3 structures for ups!)

    Hypermutation should have just been a Tres research to grant the ability to swap out upgrades on creep and gestate faster for all players

    P.S. Hypermutation was a shift upgrade in NS2 beta that allowed aliens to quickly gestate to another lifeform without losing their Pres. This cause several problems like an onos running around a corner, going to skulk and getting all 75 pres back, then dying. Also, it had lots of bugs (got full HP whenever gestating, good times)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Paajtor wrote: »
    pardon my ignorence, but what is hypermutation? I've never played NS1.

    It wasn't in NS, it was in NS2 Beta, here's the NS2 wiki entry
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Hypermutation was in the NS2 beta and it was a broken upgrade that allowed you to switch lifeforms really quickly.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    Benson wrote: »
    This cause several problems like an onos running around a corner, going to skulk and getting all 75 pres back, then dying.
    Well, this is easily fixed by reserving all used pres for that life only. I.e. gone gorge for 10 pres, devolved to skulk again, went gorge for free, got back to skulk, died, 10 pres lost.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    The Pres issues may have been more difficult to code I guess, not really sure. Could have been an issue with going gorge, then having lerk cost 20 for that player only.

    I did like how it let someone change to fit the occasion, and I think it could have worked out really well, if it was properly tuned.
  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    Kouji_San wrote: »
    Paajtor wrote: »
    pardon my ignorence, but what is hypermutation? I've never played NS1.

    It wasn't in NS, it was in NS2 Beta, here's the NS2 wiki entry
    ah ok, thx


  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Xarius wrote: »
    (i.e you go regen on higher lifeform because commander hasn't unlocked carapace or whatever)

    Which, to be fair, won't be the case anymore with the new trait system.
    But it still applies if you go Celerity Lerk first because you are not far enough to research any of the cloud abilities for which you would want Adrenaline.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The biggest issue with hypermutation was that you could exploit it to convert TRes into PRes (e.g. comm drops a couple of gorge or lerk eggs, player gets in with hypermutation, devolves back to skulk, they get the lifeforms PRes cost).
  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    ScardyBob wrote: »
    The biggest issue with hypermutation was that you could exploit it to convert TRes into PRes (e.g. comm drops a couple of gorge or lerk eggs, player gets in with hypermutation, devolves back to skulk, they get the lifeforms PRes cost).
    ..which meant that a skulk could quickly get enough res to go Onos, for example?
  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    ScardyBob wrote: »
    The biggest issue with hypermutation was that you could exploit it to convert TRes into PRes (e.g. comm drops a couple of gorge or lerk eggs, player gets in with hypermutation, devolves back to skulk, they get the lifeforms PRes cost).

    So, prevent the player from upgrading Hypermutation if they got a lifeform from an egg, and either prevent players with the upgrade from picking a pre-evolved egg or remove their Hypermutation upgrade once they pick the egg?

    I think Hypermutation would require the devs to handle way too many corner cases like that.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited April 2013
    how about if hypermutation just 3x the evolve time, so a skulk can evolve 3x as fast to any life form he pays pres for or even upgrades. forget the whole switching back and forth for life forms thing and just have super fast evolve times. this would be a hive 1 time upgrade
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    edited April 2013
    Hypermutation sounds really, REALLY fun. It adds almost too many potential strategies. I would really like to see it in the game in some form in the future. That doesn't mean something called hypermutation that has a similar theme, that means some upgrade or ability that makes swapping from fade to Onos or Onos to gorge or even skulk a reasonable possibility.

    I see the exploits listed and I can think of a few ways to manage them without removing the core functionality. For one, the "disappearing onos", where a dying onos walks around a corner and quickly swaps to skulk. Make all evolutions take as much time as the higher lifeform (onos>skulk would take as long as skulk>onos) and make any refunds only occur after the evolution completes, so killing the egg means they lose all their invested pres. This also solves any concept of using HM to heal. The time it takes to switch to a lower lifeform (either skulk+regen or gorge) and back again would be too impractical, plus the risk while in egg form would just be too dangerous in most situations. If there is a situation where it still manages to work than I'd call it legit.

    The other problem is that Tres eggs can be converted to Pres by evolving back to skulk. Simply make a lifeform ineligable for refund credit if you didn't have hypermutation selected when you first evolved to that lifeform. Because entering a Tres egg starts you with no upgrades, tres lifeforms would never be eligable for the refund. It would also make it possible to get rid of the sticky evolution feature, you could remove hypermutation when changing lifeforms, but you wouldn't be able to get a refund off of whichever lifeform you changed to if you changed again later, although that means it would never make sense to keep hm as a skulk.

    Swapping upgrades without changing lifeform is off the table. That's not really the main appeal to me for HM. I think that swapping lifeform twice is an effective cost for changing other upgrades.

    As for how to actually add it back in... I don't think it fits in with hive upgrades, it's too passive and it affects multiple lifeforms. I think it still works best as a lifeform upgrade under Shift, and I think the best way to add it in is to add a 3rd upgrade to all 3 paths. Hyper would be shift, Focus would be crag (yes, focus, doing double damage at half the attack rate, is technically a defensive upgrade based on how it is effectively used). Shade would need something new, since Feign death is understandably off the table.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Hypermutation as it was implemented was crap....it never fitted in properly.
    That you could reclaim res by de-volving was part of the issue (and with feign death led to some very tough skulks...).
    If it was changed so that if you die as lerk, when you spawn and evolve lerk a 2nd time in a row it costs 25, 3rd lerk 20 etc etc
    Would get around the recouping costs of evolutions exploit and make it actually useful for normal players who actually die.

    Feign death was cool though was useless for anything but fade and possible lerk...everything else was too slow to get away.
    Meant marines had to check for points being awarded and not just kill messages appearing.
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Does anyone miss redemption, focus, and scent of fear though? I think they could work in NS2. Maybe not scent of fear because hive sight has changed now
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2013
    Scent of fear is in the balance test mod. (Shade hive, 'aura') Can't say I miss redemption, it just wasn't a very good mechanic imo, just magically and randomly warping a higher lifeform back to the hive for a second chance. Focus was amazing and I sincerely wish for it to come back.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    hakenspit wrote: »
    Hypermutation as it was implemented was crap....it never fitted in properly.
    That you could reclaim res by de-volving was part of the issue (and with feign death led to some very tough skulks...).
    If it was changed so that if you die as lerk, when you spawn and evolve lerk a 2nd time in a row it costs 25, 3rd lerk 20 etc etc
    Would get around the recouping costs of evolutions exploit and make it actually useful for normal players who actually die.

    I would like some iteration of this
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    you mean I could go gorge to bile some arcs down because nobody else on my team seems to realize they're a threat without losing my fade? sign me up.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    amoral wrote: »
    you mean I could go gorge to bile some arcs down because nobody else on my team seems to realize they're a threat without losing my fade? sign me up.

    Balance...
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