Umbra Nerf

SlothropXSlothropX Join Date: 2003-07-21 Member: 18315Members, Constellation
edited August 2003 in NS General Discussion
<div class="IPBDescription">A disagreeable place to hit Kharaa</div> I like the majority of the 2.01 changes, but I feel the two reductions to umbra are quite unnecessary. They seem justified solely on the basis of "hurting Kharaa", and not part of fixing any major point of imbalance. While aliens do need to be brought in line, I think that other 2.01 changes accomplish this by targeting specific balance problems (increasing hive resources, forcing gestate at hive in order to limit gorge mobility).

Umbra, however, has never been a topic of much contention. It requires the dedicated attention of a lerk in order to provide non-trivial protection to a small group, and any failure to perfectly blanket all fighting aliens will result in them feeling the full brunt of the HMG/shotty/turret farm, which can shred even Onos in relatively short order. Given its moderate radius and short duration, umbra has never been a truly dominating force in 2.0. If its effectiveness is reduced by a third, then it is more often than not simply never worth using. Why waste your time setting up a weak defense when one can gestate to a species with better offense? A lerk with 50% umbra would almost certainly be better off joining in the fight.

And even with umbra at its 2.0 levels, 3-hive alien teams tend to have difficulty finishing off a moderate-level marine base. Even with all the maps resources at their disposal (save one), the grand sum of alien abilities can find it hard to take down a marine base that only has a trickle of resources. The aliens still always win, as they should in this situation(edit), but marines with a good number of turrets and enough resource for a shotgun/HA every few minutes can hold out a disproportionately long time for a team which has quite clearly lost.

So, it seems clear to me that the balance problems in 2.0 are not at all due to imbalances in combat ability, but rather how quickly aliens can secure resources and get to their tier 2 and 3 technologies. When it is a remotely even fight, technology-wise, aliens are typically somewhat lacking. But in 2.0 only exceedingly poor Kharaa teams ever allow Marines to even up the tech level.

Changing the combat balance in 2.01, and in particular the umbra changes, seem entirely unwarranted. 2.0 has exceedingly good combat balance, its only problem is economic (which is understandable, when one team typically starts with twice the resources of the other, team-size dependent).

2.01 is going to upset a great deal of things in both Kharaa economics and combat. The economics are necessary, but the combat changes seem to simply be done because aliens win a lot of games at the moment. A better approach would be to release or thoroughly test the economic changes, and then evaluate whether the changes to umbra are truly necessary. I think we'll find that they aren't.

Comments

  • ChamoozeChamooze Join Date: 2002-11-05 Member: 7115Members
    I haven't seen any of the changes for 2.01 (yet), so I can't really comment on anything but these two tidbits:

    IMO, Umbra should give a resistance applied directly to the damage dealt, instead of the random "this shot has this probability of doing no damage at all"-system. Apart from the fact that I hate randomness in FPSes, I also believe this would make it easier to balance Umbra since you would have exact values to calculate its effectiveness from.

    I agree with you about Kharaa being unable to punch through Marine defenses properly. Personally, I think it's slightly too hard already at one hive to kill off completely unguarded turret farms, too easy for the Marines to just throw up some turrets in a hive and then forget all about it. This isn't that much of a problem though, as the endless sieges you see at the end of maps, where Kharaa have complete map control and have Marines totally shut in. I've seen fights that have drawn out to 20 minutes or even more, just because Marines had dug in heavily with loads of turrets, some GL spam and so on. Perhaps Carapace could give Onos a "hidden" extra resistance to turrets? Apart from helping in breaking the last Marine stronghold, this might also give even one hive aliens some base wrecking abilities.

    Chamooze
  • SpobSpob Join Date: 2003-04-03 Member: 15166Members
    i don't like the umbra nerf because its one of the few ways to break a turret farm. But i also belive that the current versions of 2.1 are just ideas and will change, according to the ready room website.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Umbra was one of the major players after the startgame, nerfing it makes the alien <b>even</b> more fragile to marine latter techs
  • TestamentTestament Join Date: 2002-11-02 Member: 4037Members
    The aliens shouldn't give the 'Rines time to dig in. If you have a few skulks harassing them that slows their base production down alot. It's basic RTS strategy, which is what you NEED in NS.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Agree 100%, but know this:

    2.01 hasn't been officially released yet, notice the disclaimer at the bottom <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Please, keep an open mind. These changes aren't final. They are beta. This is experimentation. This is fun, remember? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What this means is that Flayra is not necessarilly keeping these changes, but just seeing how they affect balance. If no one uses umbra in the public betas of 2.01, I'm sure he will change it.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    And this will be considered feedback, but wrong forum I guess <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Umbra is overpowered in some situations and should be tweaked, but not by reducing its direct effectiveness. The problem is that in vanilla 2.0, the Grenade Launcher has ceased being its counter.

    A few days ago I was playing as an alien on ns_lost. We recently completed two hives, so I morphed into a Lerk and gathered up with a couple Fades. The marine base had a few turrets and at least 5 marines, two with GLs. The Fades blinked in and I started darting around on the outskirts, spamming Umbra wherever there were marines. The Fades blinked all around the room, slaughtering the marines and shrugging off the LMG and shotgun blasts. The GLs tried in vain to kill them, but when the grens started bouncing the Fades just blinked around and switched targets. No matter where the Fades moved or what the marines did, I kept the Fades in a cloud and protected.

    The problem stems from the reduced duration and energy drain of Umbra in 2.0. Umbra is now dynamic and can be recast whenever it's needed, unlike in 1.04 where it forced aliens to stay confined to a small area in order to reap the benefits. Aliens can move around to their hearts' content and be protected, and the simple fact of the matter is that it's extremely difficult for a GL to strike a moving target on open ground. Umbra's supposed counter is the only marine weapon that can easily be avoided.

    In order for the GL to serve as a counter, Umbra must force the aliens to stop dodging and become vulnerable to grenades. <b>I would suggest that the duration of Umbra be doubled and its energy cost tripled, or that the duration tripled and the cost quintupled.</b> This results in fewer clouds, forcing the aliens to either remain in designated areas or lose their protection. Marine GL users can then anticipate the aliens' movements. Great benefit (high resistance to bullets) at great cost (easy targets for grenades). Balanced, and promotes diverse and interesting gameplay. Nerfing the actual protection of Umbra dumbs down the late-game, allowing marines to ignore GLs and aliens to ignore Lerks.
  • ProtomanProtoman Join Date: 2003-08-09 Member: 19291Members
    edited August 2003
    Yes, I got this impression from a few other changes....

    Instead of targeting specific problems in what was an otherwise pretty balanced game (mainly the overly disperportionate and inconsistant economy of the kharaa), they seem to have taken a shotgun approach of "lets give an overall boost to the marines, and an overall nerfing to the aliens".
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    Good ideas Magitek

    -JohnnySmash
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    umbra got test nerfed as part of the aliens overpowered agility (movement chamber first + coordinated movement).
    You cant stop 3 adrenaline/celerity skulks and 2 gorges covered in umbra in early 2 hive situations.
  • p4Prosperop4Prospero Join Date: 2002-12-04 Member: 10454Members, Constellation
    I will agree that this makes Umbra nigh unto useless. I'm all for Flayra experimenting, and hey, maybe this will magically balance the game. As I see it though, this particular change just makes the Lerk pointless to play. Already the poor little guy is a bit too fragile. Reducing the effectiveness of umbra will definitely cause me to just save for fade except for those instances when the team really needs spores.

    As for the complaints that umbra is hard to counter, I have not found that to be true. When the lerks use umbra to cover themselves, the umbra is nearly strong enough to prevent them from being shredded. In the case where the lerk is using umbra to cover gorges/fades/oni a grenade launcher works wonders. The game has changed in that the GL user must practice aiming as the lerks/fades don't hide around corners anymore waiting to be grenaded.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Umbra was like impossible to counter in 1.04 without gls. It's still pretty hard for a second hive non offencive ability.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    The inherent problem with umbra is that with the exception of one weapon it is uncounterable. It creates a dramatic negation of any marine damage and makes things undeniably difficult.

    Unless there is another counter to combat umbra, preferably a tier 2, (I've made suggestions of letting piercing type weapons negate half of umbra's effect, HMG), Umbra needs to be toned down.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    In my opinion its not too bad, its not a great nerf, I mean its still useable, mabye 2/3, but overall I think the aliens are slightly weaker fighters than the marines, but have a huge advantage in resources.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Having the HMG halve the umbra effect is a very good idea! Gives it its own niche, making it better than then the shotgun late game, while also indirectly nerfing the shotgun (as it allows the umbra to be stronger without being unbalanced).
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Even 1/2 would be agreable.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--Jabba The Hunt+Aug 13 2003, 10:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Aug 13 2003, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In my opinion its not too bad, its not a great nerf, I mean its still useable, mabye 2/3, but overall I think the aliens are slightly weaker fighters than the marines, but have a huge advantage in resources. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    2/3 is the minimum protection it can offer and still allow aliens a method of dealing with groups of HA/HMG. Anything less and multiple Oni die before they even get within gore range.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Excellent point about the "mobility" of Umbra, Magitek. It's something I didn't really think of, but Umbra was countered by GLs back in 1.04, because of two very important facts:

    1) Umbra was cast around the lerk, meaning he tended to sit in his cloud where he was a target.

    2) Umbra was most frequently cast to protect Acid-Rocket Fades. 2-hive Fades are no longer the ranged attackers of 1.04; they are the exact opposite - extremely fast, agile melee fighters. The new faster, ranged umbra supports them well, but the new GL is absolutely miserable for countering it.

    I like the idea of HMG doing more damage through Umbra, but I'd simultaneously suggest a slight ROF nerf (and perhaps a cost increase, to 12-15) to the shotgun to truly promote mixed squads.
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    While the ranged umbra does make a lerk the perfect support unit, it is a pain to deal with - a mix spammage of umbra and spores into a base can be a real pain in the rear to any marines who have to deal with the mess. Add in that a single Primal Scream beforehand can turn your attacking squad into some real monsters. Although you remain rather unthanked, for the most part, next to the big Onos...

    While I disagree that the HMG should be changed to counter Umbra (I still rarely see actual shotties or anything besides HMGs being handed out these days) I do think that another tier 2 counter would be useful. Although I think that if the legendary flamethrower ever gets introduced into the game, it would be the perfect counter for the new ranged umbra.

    Perhaps the modification should be to the pistol to halve the effect of Umbra, instead? Just a thought.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Pistol doesn't do enough damage to be useful against heavy units through Umbra, even if it does more damage than other weapons.

    As for only seeing HMGs... give it a few more weeks. You almost never see them in scrims nowadays -- a skilled shotgunner can destroy *anything* (which is why I suggested the ROF nerf for shotties), and for half the cost.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I would be extremely happy to see the HMG cost brought down, very happy. Mixed ammunitions honestly makes games more interesting.
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    I have to agree with this topic. I can see dropping it to 2/3 but 1/2. That means that 25 of the 50 bullets in and lmg will more than likely hit their target. This makes for dead lerks when it comes to hmgs even in the umbra. Umbra was good in 1.0x or atleast I thought.
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