<!--QuoteBegin-Ryo-Ohki+Feb 8 2004, 08:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 8 2004, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3rd hive abilities are unbalanced by definition. They are there to end the game; the alien side is supposed to win with 3 hives. Comebacks are generally very, very difficult, or at least they used to be. Now though, 3rd hive abilities keep getting nerfed. Web was reduced in number and can now be welded off, Acid Rocket has been nerfed hard and Charge is an insult to the 3rd hive ability of the most powerful unit in the game. And why is this happening? because 3rd hive abilities can be used in Combat earlier than they would show up in a Classic game, and they're not ment to be game-enders in Combat.
I don't like that one little bit. Getting 3 hives in Classic is a long and hard process, and the alien side should be justly rewarded for being able to hold and secure 3 major points on a map, plus of course gathering the required res. Instead, they get some lackluster abilities; truth be told, I more look forward to having a 3rd chamber, not the hive abilities that are ment to be so good.
Combat interferring with Classic gameplay isn't on in my opinion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I couldn't agree more. Well said.
<!--QuoteBegin-Ryo-Ohki+Feb 8 2004, 09:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Feb 8 2004, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Combat interferring with Classic gameplay isn't on in my opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The way to sort it out in Combat would be to make Acid Rocket worth 2 levels, I guess. AR's certainly no use in either mode as-is. A poor fade tried to break a turtle in a game I was in yesterday - since the com had given me a welder, I just kept welding the turret back to full no sweat, then running to the nearby armoury for a health top-up. It's pretty sad when a single welder/LA marine can counter the Fade's 3rd ability.
As it is, I think it's weird that the weaker the lifeform, the more useful the 3rd hive ability is. Kinda. Shouldn't it be the other way around? :/
<!--QuoteBegin-Rage against the Pepsi machine+Feb 8 2004, 08:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rage against the Pepsi machine @ Feb 8 2004, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The original 1.0x rocket was 50 damage, the 2.0x rocket was 40, and took slightly less energy than the 50 rocket. Now it does 20 damage, and takes even less energy, but agreed that it seems even more worthless than ever. They're more like bags filled with green kool-aid than a real weapon. The gorge's spitwads, or as someone else mentioned, the marine's pistol, do more damage than the pitiful AR now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> .
Acid rocket, even at its height of power, has been a fairly tame weapon, compared to the likes of the HMG or GL. I agree that it should be made a more effective weapon, as it is one of the few newbie friendly alien weapons that doesnt take a skillful chaining of abilities(ie, leap+bite, blink+swipe, umbra+flying skill+bite) to be used to its greatest effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I swear to god that it dealth 60 damage in 1.04, and 50 in 2.01.
If you ask me, it should deal 60 damage in 2.01 as a 3rd hive ability.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3rd hive abilities are unbalanced by definition. They are there to end the game; the alien side is supposed to win with 3 hives. Comebacks are generally very, very difficult, or at least they used to be. Now though, 3rd hive abilities keep getting nerfed. Web was reduced in number and can now be welded off, Acid Rocket has been nerfed hard and Charge is an insult to the 3rd hive ability of the most powerful unit in the game. And why is this happening? because 3rd hive abilities can be used in Combat earlier than they would show up in a Classic game, and they're not ment to be game-enders in Combat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are still seeking that "happy medium" -which has thus far failed quite badly. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Hopefully they will see the reason and make Combat and Classical their own games like they should, starting from distribution packages. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Yea, I don't want Combat, only Classic. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Why not restrict you from obtaining the 3rd ability until you have 7 levels or something? Then they could be made usefu, instead of their current useless state, and not mess up combat.
If it is going to stay at this level, then AR should become a two hive ability instead of a three. Meta is kick **** right now, more health and armor PLUS adren which helps in CO when you went xeno skulk and have no regen.
I think that a 40 damage AR at it's current stage would probably be decent, not overly powerful but could be a game ender if used right, but that's just me.
The game is defenitely flawed. Aliens need to have some stronger stuff and the marines DO NOT NEED 50 NEW THINGS EVER PATCH and this flaya person sounds like a freaking queer
<!--QuoteBegin-Basinx+Feb 9 2004, 08:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Basinx @ Feb 9 2004, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The game is defenitely flawed. Aliens need to have some stronger stuff and the marines DO NOT NEED 50 NEW THINGS EVER PATCH and this flaya person sounds like a freaking queer <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't know who Flaya is, but I know a Flayra <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Slightly off topic , something that's worrying me is the tendency Flayra has to sacrifice game balance for pretty models. That groovy looking symbiote was the bane of the 1.04 marines , and is now the weakest of all alien weapons. Handgrenades were taboo on the S&I forum , but they were implemented thanks to that shiny first person model. Also , adding a flamethrower to NS would be a questionable move , but a nice enough "volumetric" one would make it to the next beta regardless.
Someone said that alien rockets made as much sense as marine lightsabers from a gameplay point of view. Rockets aren't exactly guerrilla weapons... they don't suit the fade at all. They need to be dropped. Heck the symbiote model can remain if they're replaced with an other kind of ranged attack. It would even suit blink , as it's been suggested recently (chargeable teleport instead of continuous shift) and would advantageously replace that ridiculous arm waving.
The metabolize and acid rockets as they are now don't add much to NS. They're rambo abilities , that don't help the alien team in any way. And they're not effective enough to increase the pressure on the marine team.
There are countless suggestions for replacement abilities , some of them much nicer than the bland weapon slot squatters... noclip blink , teleporting , marine catching/bleeding , marine weapon stealing/using , EMP shockwave , morphing , barnacle grapple... considering how bugged the old blink was and how ridiculously nerfed the current acid rocket is , I don't think it would ruin the reputation of the game to at least <b>try</b> a replacement ability in the next beta , even if it means a rushed coding (it's been ages since the last S&I concept got implemented in NS , and it starts to feel insulting , why not close the said forum then)
Stakhanhov, the fade is supposed to be a shock trooper not a guerilla fighter...
Aliens need atleast 1 or 2 decent long range weapons even if to give less skilled players something to do. Make the aliens 100% melee and you are cutting out a large percentage of public players from playing effective as an alien.
And no, this isn't one of those things that catch up with time because a lot of these players lack both the natural ability and time to build up any large amounts of skill and just want to have <b>fun</b> instead.
Man was I hoping they would be un-nerfed in beta 3. Guess not <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
/shrug dissapointed no change in AR for beta3.3 but its ok i guess since they had alot of map fixes put in. Fade hp/armor is really holding back any AR change imo, they are fairly strong as it is even with a crappy AR.
<!--QuoteBegin-Revenge+Feb 11 2004, 04:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 11 2004, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stakhanov, the fade is supposed to be a shock trooper not a guerilla fighter...
Aliens need atleast 1 or 2 decent long range weapons even if to give less skilled players something to do. Make the aliens 100% melee and you are cutting out a large percentage of public players from playing effective as an alien.
And no, this isn't one of those things that catch up with time because a lot of these players lack both the natural ability and time to build up any large amounts of skill and just want to have <b>fun</b> instead. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No. The fade was a shock trooper in 1.04 , that's why everyone went fade as soon as the second hive was built back then. The game was over if the JP HMGs failed to kill the second hive before the fades appeared. Theses acid-spewing tanks would just ravage the marine team regardless of their equipment.
The 2.0+ fade is the most effective guerrilla fighter , blink in , kill a marine or two , blink out. Regenerate or metabolize if needed , go harass them more.
The aliens don't need ranged weapons at all in fact , they just need ranged <b>abilities</b> to soften / disable the marines , keep track of them , or support teammates in various ways. NS would remain playable even if no life form , from the gorge to the offense chamber had any ranged attack.
Unskilled players who wish to use ranged weapons all day should remain on the marine team , or play an other HL mod. The aliens need skills and teamwork to be effective , but the marines can win by following teammates / waypoints and shooting mindlessly. If noobs have fun as marines , fine. The immense fun of playing as an alien requires the FPS gamers used to ranged weapons to adapt. It's not that hard , and doesn't take that long.
If the fade having a ranged attack is bad, fine. Change it to something else. But don't nerf their hive three ability to the point that it becomes useless. Put the 1.x bilebomb back in, make it very close range but high damage to help with those ETERNAL endgame marine base-busting standoffs. AR was the marine base softener, and now it is almost useless for that task. I get just as annoyed as a marine waiting for the aliens to take out the base as I do as an alien trying to take out said base. These changes aren't fun for anyone.
i go in with the theory that aliens dont need ranged attacks, just ranged ABILITIES. blink does that well and especially for a focus fade. maybe AR should be something funner that includes a shiney model? like make it a low ROF glob of acid gel that sticks to it's target and eats away 65 armor and falls off / disolves. that'd soften up a marine train if two fades could manage to coordinate. tack on more 'fun' in the way that if a marine with goop on him is caught in friendly fire, the goop explodes with splash damage for 20-50.
...lets see, requires some teamwork on marine side ...includes a shiney diseased-marine model ...aliens would complain that it's a nerfed AR okay, i think i've covered most of flayra's bases! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
You can argue all you want about whether or not the aliens deserve a powerful ranged weapon, personally I don't mind a lot either way, but don't make the 3rd hive ability for fades worthless. Currently the only reason to get that third hive for me is so I can get focus, which is a big thing for my fading style, but having that third hive isn't the end-all for the game, but it should be in my opinion.
In short, give the fade something, anything, that is useful for our third hive ability, I don't mind if it's not the original acid rocket, but get rid of the waterballoon launcher we have now.
Flayra wants more people to play NS. Therefore the argument that "weapon x should be done this way and people who can't get used to it should play another mod" is total crap. Barring them from playing aliens is stupid too because marine stacking is bad enough as it is.
Considering that the fade is such an integral unit in any alien team's strategy, it only makes sense that effective use of the fade is available to many players. Understandably the onos fills in the "nubcannon" role quite effectively, but you can't win a game easily with just oni...
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
edited February 2004
I'm quite amazed at the opinions on Acid Rocket. I didn't expect it to be disliked so much. I think it's amazing now.
It's good for the way I play the Fade, as a purely melee attacker. The acid is great for disrupting groups of marines (because some will charge, some will fall back, some will hop about trying to dodge rockets) before blinking in for the in-slash-out-in-slash combo.
As for 1.04, the Acid Rocket there was horrible, and how anyone can want it back is beyond me. It just made the Q3 Rocket Arena people happy. What's the point with Fades all stood at the edge of base, scared to go in because they <b>might actually have to risk themselves</b> and spam, prolonging a 20 minute game for another 30 which would be over in seconds if all of them had the sense to charge in and get the claws going.
In short, I quite liked the change to half damage half energy.
[EDIT] Incidentally, apart from the elitist bit afterwards, this...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The 2.0+ fade is the most effective guerrilla fighter , blink in , kill a marine or two , blink out. Regenerate or metabolize if needed , go harass them more.
The aliens don't need ranged weapons at all in fact , they just need ranged abilities to soften / disable the marines , keep track of them , or support teammates in various ways. NS would remain playable even if no life form , from the gorge to the offense chamber had any ranged attack. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Too bad acid rocket is only good on LA marines, I mean, come on it's a 3rd hive ability it should deal damage, not this wussy spit crap, lets say you have an HA, what will acid rocket do to that? Before it could actually damage them, now it can't even dent them without wasting your time.
I think the 1.04 acid was cool. It was a bit much for a hive 2 ability, but for hive 3 it would be about perfect. The thing that made it so bad though was the use of Mines in the base. 1 rocket would wipe out hte entire marine team (who were humping the armoury). It was a catch 22 for the marines - mines awesome against skulks, but would get owned by the first fade to appear. All I know is that I never play as a fade anymore (except on my way to onos in combat). I would much rather be a skulk or a lerk, and acid rocket is not a good reward for 3 hives (Neither is Charge, but that is a different matter)
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-Forlorn+Feb 13 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Feb 13 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Too bad acid rocket is only good on LA marines, I mean, come on it's a 3rd hive ability it should deal damage, not this wussy spit crap, lets say you have an HA, what will acid rocket do to that? Before it could actually damage them, now it can't even dent them without wasting your time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Dunno.
I've dropped quite a few, at minimum risk to myself, by spamming them until they needed a weld and then taking them on with slash. With Meta & Blink you can ensure he comes off worse in the long run.
And if there's a train, well, I thought this was for a relatively equal outlay cost basis.
played a 70 minute game on eclipse, all maxed HA welding the rt got owned by acid spam. (this includes sensible retreat to armoury for hp times and stack welding)
<!--QuoteBegin-ZiGGY^+Feb 13 2004, 04:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 13 2004, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> played a 70 minute game on eclipse, all maxed HA welding the rt got owned by acid spam. (this includes sensible retreat to armoury for hp times and stack welding) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, if you have 15 gorges spitting at you it will kill any has. Get my point? You must have had 4-5+ fades..
I think that when playing a focus gorge is more effective than AR then you have a problem. That day was yesterday for me. We have a problem. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-Shockwave+Feb 13 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Feb 13 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for 1.04, the Acid Rocket there was horrible, and how anyone can want it back is beyond me. It just made the Q3 Rocket Arena people happy. What's the point with Fades all stood at the edge of base, scared to go in because they <b>might actually have to risk themselves</b> and spam, prolonging a 20 minute game for another 30 which would be over in seconds if all of them had the sense to charge in and get the claws going.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ok, well if they were scared to go in and risk themselves then, I, personally, fail to see any reason for them to go in now, when if they die they give marines RFK. Hurting the alien team just as much as before, but now giving the marines a res boost, while claiming little for his/her self to make up for it.
But I do see where you are coming from. Lately, I've been seeing MANY great fades. They blink in, kill a marine or two, and blink out. By either the marine's lack of aim, or the fact that it's just harder to hit a Blinking fade, they seem to take little damage along the way. But on the other side of things; the learning curve to do that, is (imo) enormous. While the good fades manage to get the RFK to pay for another fade should they die (and then some), the others blink in, and die to grenade spam before they've had a chance to even enter the learning curve.
and while were on the subject of "being too scared to enter the marine base and risk themselves" I have rarely, in the 3.0 public beta, seen marines even get the hive in view before atacking it (or even while). If I'm just short of forced to physically run into the marine base I'm atacking, I would like to see more marines have the... (for lack of a better word) decency... to walk up to my hive before shooting it.
Comments
I don't like that one little bit. Getting 3 hives in Classic is a long and hard process, and the alien side should be justly rewarded for being able to hold and secure 3 major points on a map, plus of course gathering the required res. Instead, they get some lackluster abilities; truth be told, I more look forward to having a 3rd chamber, not the hive abilities that are ment to be so good.
Combat interferring with Classic gameplay isn't on in my opinion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I couldn't agree more. Well said.
The way to sort it out in Combat would be to make Acid Rocket worth 2 levels, I guess. AR's certainly no use in either mode as-is. A poor fade tried to break a turtle in a game I was in yesterday - since the com had given me a welder, I just kept welding the turret back to full no sweat, then running to the nearby armoury for a health top-up. It's pretty sad when a single welder/LA marine can counter the Fade's 3rd ability.
As it is, I think it's weird that the weaker the lifeform, the more useful the 3rd hive ability is. Kinda. Shouldn't it be the other way around? :/
Acid rocket, even at its height of power, has been a fairly tame weapon, compared to the likes of the HMG or GL. I agree that it should be made a more effective weapon, as it is one of the few newbie friendly alien weapons that doesnt take a skillful chaining of abilities(ie, leap+bite, blink+swipe, umbra+flying skill+bite) to be used to its greatest effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I swear to god that it dealth 60 damage in 1.04, and 50 in 2.01.
If you ask me, it should deal 60 damage in 2.01 as a 3rd hive ability.
Acid rockets suck in BOTH classic and combat.
Yea, I don't want Combat, only Classic. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I think that a 40 damage AR at it's current stage would probably be decent, not overly powerful but could be a game ender if used right, but that's just me.
and this flaya person sounds like a freaking queer
and this flaya person sounds like a freaking queer <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't know who Flaya is, but I know a Flayra <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Someone said that alien rockets made as much sense as marine lightsabers from a gameplay point of view. Rockets aren't exactly guerrilla weapons... they don't suit the fade at all. They need to be dropped. Heck the symbiote model can remain if they're replaced with an other kind of ranged attack. It would even suit blink , as it's been suggested recently (chargeable teleport instead of continuous shift) and would advantageously replace that ridiculous arm waving.
The metabolize and acid rockets as they are now don't add much to NS. They're rambo abilities , that don't help the alien team in any way. And they're not effective enough to increase the pressure on the marine team.
There are countless suggestions for replacement abilities , some of them much nicer than the bland weapon slot squatters... noclip blink , teleporting , marine catching/bleeding , marine weapon stealing/using , EMP shockwave , morphing , barnacle grapple... considering how bugged the old blink was and how ridiculously nerfed the current acid rocket is , I don't think it would ruin the reputation of the game to at least <b>try</b> a replacement ability in the next beta , even if it means a rushed coding (it's been ages since the last S&I concept got implemented in NS , and it starts to feel insulting , why not close the said forum then)
Aliens need atleast 1 or 2 decent long range weapons even if to give less skilled players something to do. Make the aliens 100% melee and you are cutting out a large percentage of public players from playing effective as an alien.
And no, this isn't one of those things that catch up with time because a lot of these players lack both the natural ability and time to build up any large amounts of skill and just want to have <b>fun</b> instead.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62082' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=62082</a>
Aliens need atleast 1 or 2 decent long range weapons even if to give less skilled players something to do. Make the aliens 100% melee and you are cutting out a large percentage of public players from playing effective as an alien.
And no, this isn't one of those things that catch up with time because a lot of these players lack both the natural ability and time to build up any large amounts of skill and just want to have <b>fun</b> instead. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No. The fade was a shock trooper in 1.04 , that's why everyone went fade as soon as the second hive was built back then. The game was over if the JP HMGs failed to kill the second hive before the fades appeared. Theses acid-spewing tanks would just ravage the marine team regardless of their equipment.
The 2.0+ fade is the most effective guerrilla fighter , blink in , kill a marine or two , blink out. Regenerate or metabolize if needed , go harass them more.
The aliens don't need ranged weapons at all in fact , they just need ranged <b>abilities</b> to soften / disable the marines , keep track of them , or support teammates in various ways. NS would remain playable even if no life form , from the gorge to the offense chamber had any ranged attack.
Unskilled players who wish to use ranged weapons all day should remain on the marine team , or play an other HL mod. The aliens need skills and teamwork to be effective , but the marines can win by following teammates / waypoints and shooting mindlessly. If noobs have fun as marines , fine. The immense fun of playing as an alien requires the FPS gamers used to ranged weapons to adapt. It's not that hard , and doesn't take that long.
If the fade having a ranged attack is bad, fine. Change it to something else. But don't nerf their hive three ability to the point that it becomes useless. Put the 1.x bilebomb back in, make it very close range but high damage to help with those ETERNAL endgame marine base-busting standoffs. AR was the marine base softener, and now it is almost useless for that task. I get just as annoyed as a marine waiting for the aliens to take out the base as I do as an alien trying to take out said base. These changes aren't fun for anyone.
...lets see, requires some teamwork on marine side
...includes a shiney diseased-marine model
...aliens would complain that it's a nerfed AR
okay, i think i've covered most of flayra's bases! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
In short, give the fade something, anything, that is useful for our third hive ability, I don't mind if it's not the original acid rocket, but get rid of the waterballoon launcher we have now.
Considering that the fade is such an integral unit in any alien team's strategy, it only makes sense that effective use of the fade is available to many players. Understandably the onos fills in the "nubcannon" role quite effectively, but you can't win a game easily with just oni...
It's good for the way I play the Fade, as a purely melee attacker. The acid is great for disrupting groups of marines (because some will charge, some will fall back, some will hop about trying to dodge rockets) before blinking in for the in-slash-out-in-slash combo.
As for 1.04, the Acid Rocket there was horrible, and how anyone can want it back is beyond me. It just made the Q3 Rocket Arena people happy. What's the point with Fades all stood at the edge of base, scared to go in because they <b>might actually have to risk themselves</b> and spam, prolonging a 20 minute game for another 30 which would be over in seconds if all of them had the sense to charge in and get the claws going.
In short, I quite liked the change to half damage half energy.
[EDIT] Incidentally, apart from the elitist bit afterwards, this...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The 2.0+ fade is the most effective guerrilla fighter , blink in , kill a marine or two , blink out. Regenerate or metabolize if needed , go harass them more.
The aliens don't need ranged weapons at all in fact , they just need ranged abilities to soften / disable the marines , keep track of them , or support teammates in various ways. NS would remain playable even if no life form , from the gorge to the offense chamber had any ranged attack.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is 100% accurate, imo.
Regards,
Shockwave
Dunno.
I've dropped quite a few, at minimum risk to myself, by spamming them until they needed a weld and then taking them on with slash. With Meta & Blink you can ensure he comes off worse in the long run.
And if there's a train, well, I thought this was for a relatively equal outlay cost basis.
Well, if you have 15 gorges spitting at you it will kill any has. Get my point? You must have had 4-5+ fades..
Ok, well if they were scared to go in and risk themselves then, I, personally, fail to see any reason for them to go in now, when if they die they give marines RFK. Hurting the alien team just as much as before, but now giving the marines a res boost, while claiming little for his/her self to make up for it.
But I do see where you are coming from. Lately, I've been seeing MANY great fades. They blink in, kill a marine or two, and blink out. By either the marine's lack of aim, or the fact that it's just harder to hit a Blinking fade, they seem to take little damage along the way. But on the other side of things; the learning curve to do that, is (imo) enormous. While the good fades manage to get the RFK to pay for another fade should they die (and then some), the others blink in, and die to grenade spam before they've had a chance to even enter the learning curve.
and while were on the subject of "being too scared to enter the marine base and risk themselves" I have rarely, in the 3.0 public beta, seen marines even get the hive in view before atacking it (or even while). If I'm just short of forced to physically run into the marine base I'm atacking, I would like to see more marines have the... (for lack of a better word) decency... to walk up to my hive before shooting it.