Metabolize!
Calego
Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
As seen on the CDT Trello.
Discuss! Also theorize over the other balance changes while we wait anxiously for 268 to come out.
Comments
Stab was not enough? Lol.
Was happy to see that in the changelog. I always missed metabolize from NS1.
metab is far easy to use and metab fades vs ppl with lack of aim (aka lower div & pubs) will have a profound advantage.
I'll leave it to someone who plays fade to explain why Metabolise is useful.
It should be noted that it only regenerates health at a very low rate, just in case those who have never used it are concerned that this aspect may be OP. If your fade has taken significant damage, it would take a LONG LONG time to regenerate it fully using only metabolize.
Question: will metabolize/advanced-metabolize be available on the same biomass levels as compmod? Also, will upgrades be grouped together, as well as only available on structures, like in vanilla, or will we see that revamped to be more like compmod?
I want my exo back.
You press Spacebar to keep a constant speed as Skulk, Lerk, and Fade. Now the Fade has an added button into the rotation...
I do hope we keep SS though... And relevant changes to Stab are kept.
I feel bad for vortex, it's such a cool move in essence but unfortunately not widely adopted as it's nearly useless Am I correct in assuming that's going?
Yes. Both are included.
I haven't played comp mod yet, so I'm curious to try this. Definitely sounds good. I'm a bit puzzled by the "repeated keypress" descriptions... I always assumed it worked a bit like evolving? You find a nice spot, metabolize for a few seconds (in which you are vulnerable), and then proceed with more health and/or energy.
But as 268 is supposed to come out soooooon... I'll just wait and see
It's when you're blinking lots, swiping lots, and running out of energy metabolise means you can just duck round a corner and recover some energy without needing to find a shift or wait ages.
It saved me a lot of time when I was in Crevice & was falling into the darkness 'cause of lack of energy.
More seriously, Metabolize should be a very nice feature, I just don't know what will happen with older Fades abilities...
Aliens is 'OP' at lower divs because teams don't know how to play marines, not because alien side is overpowered.
We (Australia) have been experimenting a lot with comp mod in pub and it plays really well. In pubs its arguably better than vanilla.
What makes it an abomination?
If the lower divisions teams don't know how to play Marines, does that mean Australians pubbers are better than them?
There's a bunch of CDT members who are a part of CompMod team (lol?). It doesn't mean CompMod will merge with vanilla, or at least wholly. I think it's going to be like NS2+ & the vanilla. Some features from existing mods will be taken & chosen by CDT & added to the vanilla. Easier to do in my opinion than develop & find out ideas that need more time to be realized & created. It makes sense.
Metabolize is one of the features that are balanced enough to be added in my opinion. Wait & see for the future but I won't be suprised to see more features from CompMod 'cause Dragon already coded all that stuff.
note he said some not all
I don't know, maybe? It is different though. For example, while the gap between pub and comp 6v6 is a lot smaller than people think, you still have to consider that it is easier to play marines sometimes in a pub against a non organised alien team. Its hard to tell really.
Point is, you could argue that marines are 'harder' than aliens at lower divs but I certainly wouldn't call them op, with the recent compmod v3 changes in mind especially.
You have to stay up to day with comp mod, guys, it's far from static
my point exact.. I was commenting on the recent addition that it no longer works in combat. If its to strong its fine making it a lower % but making it flat out refuse to work in combat....
Many aliens have plenty speed to run back to the hive to heal. It removed more viability then it adds this... no combat regen.
* Onos pretty much always gets hit, its like impossible to miss. Feels rather pointless to even remotely consider regen on a onos for any reason.
* Gorge can use in combat regen to be more effective at bilebombing armour, weapons, bases. Belly slides, ya know. All it does. It needs no out combat regen as its own healspray suffices perfectly fine. With no regen in combat, a gorge has to either get out way faster or heal much much more in combat then before, limiting the toolbox of the gorge.
* regen as a lerk was always a risk.. You risk a shotgun in the face neardeath for a posibility to recover while dodging in combat. If it does not work in combat I see no reason why any lerk would still risk the higher death chance a lack of carapace brings.
Havent thought about other lifeforms but im sure 3 is plenty.