Replacing Redemption
Haunted
Join Date: 2003-03-01 Member: 14178Members
Well, I don't know anyone who, if experienced in ns, that takes redemption anymore as its too unreliable. But if redemption is restored to 2.0 levels, we can see how it makes onos very powerful.
Maybe it needs to be replaced, just like pheremones. I suggest a skill that would help onos be the base wrecker the alien team needs. I call it Fortify. Basically, it ups the amount of damage armor can absorb making the Onos much tougher. But unlike caraspace, it isn't working all the time. An onos must press the "use" key (or something else) inorder to work. It would last for 5 seconds, enough for a hit and run. It would also be useful when an onos is running away, low on health, that they could turn it on, and possibly escape.
This ability takes 3/4 of the adren meter, and the meter will not recharge until the effect wears off. Also, when fortify is on, the alien cannot be healed, whether heal sprayed, standing next to a d chamber, or a hive. This would ensure that if marines are persistant in attacking the ones while fortified, it can be defeated. Of course, umbra would still work, so team work is needed inorder for Fortify to really work.
Should redemption be replaced? With what? I wold like to hear better ideas or just expand on mine.
Maybe it needs to be replaced, just like pheremones. I suggest a skill that would help onos be the base wrecker the alien team needs. I call it Fortify. Basically, it ups the amount of damage armor can absorb making the Onos much tougher. But unlike caraspace, it isn't working all the time. An onos must press the "use" key (or something else) inorder to work. It would last for 5 seconds, enough for a hit and run. It would also be useful when an onos is running away, low on health, that they could turn it on, and possibly escape.
This ability takes 3/4 of the adren meter, and the meter will not recharge until the effect wears off. Also, when fortify is on, the alien cannot be healed, whether heal sprayed, standing next to a d chamber, or a hive. This would ensure that if marines are persistant in attacking the ones while fortified, it can be defeated. Of course, umbra would still work, so team work is needed inorder for Fortify to really work.
Should redemption be replaced? With what? I wold like to hear better ideas or just expand on mine.
Comments
First of all, the use key makes you come to a complete standstill. Making it alternate fire won't work. So a toggleable evolution will be very difficult to incorporate. Then there's the whole deal with the absorbing of damage by the armor. Basically, the ability will be useless in the sense that you're still losing total HP at the same rate with the ability than without. When the onos dies, the armor is usually gone before the health is anyway. Finally, there's already something that works just like your idea - it is called umbra.
Use it for the onos with stomp... come against a group of marines and try stomping everyone but the LMGer wait for redemp to kick in...
I don't use redemption but I hink your suggestion is not better.
Redemption is quite usefull in games where marines are leading and aliens only got 1 or 2 onos. Then without redemption they will get killed and the game is over.
.. just an example (I saw this in some games. )
bye bye onos :>
good idea, but it would only be useful for fades, skulks or lerks then, who could escape and wait in a dark corner for redemption.
Classic - I get Redemption as Gorge. Yes, Gorge. My gorge has too many smacktards who like to knife rush him swhile their comm drops a few meds. And I get redeemed before they can almost always.
Not exactly in the same vein as the other DC abilities, but it's arguably quite fitting for the idea of a 'defensive' upgrade.
bye bye onos :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Who the heck wouild onos and get redemption,
bye bye onos :> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Who the heck wouild onos and get redemption, <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Who would get redemption at all?
Redemption has always been lousy, since initial release it was bad. I've only had one game where it was useful, and that was when I res hoarded to fade/redemption.
My idea:
Remember versions of NS past, where aliens spawned in umbra to prevent spawn camping?
What if we made Umbra a defensive upgrade? Alien gets shot, it emits an umbra cloud. Then, you can change the Lerk to be Bite->Spores->Spike->Scream. Biters and Spammers (I mean <i>spikers</i>) wouldn't complain about the state of the Lerk, and we'd have 9 fully functional upgrades! Umbra is uber sux right now anyway (compared to previous versions) so it isn't *too* powerful, but it may get out of hand in combat games (so making it cost 2 like focus might be a good idea).
<b>EDIT: Nevermind! I still have my sigs! Pistol Fan Club 4 Life!</b>
<b><span style='font-size:14pt;line-height:100%'>Change Redemption</span></b>
<u>What is redemption supposed to be?</u>
It activates a natural reflex of an alien to move back into the hive. (poor short description)
<u>Which advantages will you have?</u>
You wont die if you are "stupid" enough to run into a crowd of marines.
<u>Which disadvanteges will you have?</u>
You are big times weaker than with regeneration or with carapace.
<u>What does redemption at the moment?</u>
Nothing. It lets you waste 2 Res + the costs of the lifeform you have chosen.
There are 2 things that should be changed. The <u>first one</u> is to increase the possibilty that redemption is successful to 80% - 90%.
The <u>second one</u> is to set redemption starts working when you are down at 60% - 75% of you health. At the moment we are at 50% as far as I know.
<u>What will this changes do?</u>
It will allow redemption to work as described above.
Here are some examples:
<u>You shoot about 20 HMG bullets into one Onos -> he redeems.</u>
<u>You shoot 4 or less LMG bullets into one skulk -> he redeems.</u>
This would make aliens that uses redemtion to 70% more defensive!
The redemption we have seen during the veteran playtests for version 3.0 was too powerful, because aliens always redeemed + had enough time to demolish enough and marines had not enough ammo and not enough time to reload!!! But with the above listed changes they are forced to redeem and have to chance to be ofensive anymore. -> redemption gets useful if 1 hive onoses get trapped, gorges walking behind frontlines to build RTs, scouting abushing skulks, offensive lerks, weak fades.
The storyline reason could be that this particular upgrade emits bacterium that interfers with the marine's observation equipment, triggering a temporary partial distress beacon.
This suggestion is right up there with my other one about giving aliens res towers devour, but what the heck, we're here to discuss redemption.
Ages back i did suggest a replacement for redemption, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=44640' target='_blank'>reincarnation</a>
I think that it's a more serious suggestion.
Umbra Upgrade - Same thing as carapace basically.
Marine Teleport - What if the marines relocated?
Reincarnation - Best idea yet IMO.
Suggestion to add to the list :
Poison - Just touching a marine infects him, and he will take damage over time.
Respawn at hive after dying, but maintain previously evolved state (ie. Onos remains an onos after dying) and all upgrades are stripped. This saves many the res of having to re-evolve to a higher lifeform. This offers an indirect staying power for higher life forms (and even gorges) as they will never have to re-evolve as long as they keep picking this upgrade.
You are not the all-knowing NS player who knows what goes on in my games. I use redemption when I know I am going up against packs of marines, who while dont do extreme damage, can deal it out over time, and I like that 75 res I spent on Onos. After being blasted away at with 5 LMG's, the damage goes down just enough where it detects I need to get back to the hive and it sends me back. 75 res saved, instead of trying to run away. If you run, there is always that chance marines will follow you. If you redem, they have to work their way to the hive.
Next time I point something out do NOT say "Well you probably were..." because no, you DONT know what I was doing or what was probably being done during that game.
If redem was to stay at its current use, I could see it emiting Umbra or spumbra if the player reaches 60% health, if redem works at 50%. You may be losing health, but when your near death, you fight to survive! Keel dem porkrines!
<!--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-->REDEMPTION :: For every second spent near death (below 40% health), there is a 35% per level chance of teleporting back to a hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This means at lv3 it IS 100% chance, and 40% health is very resonable. The problem is the "for every second", the reason you die is because you go from > 40% to 0 in under a second. The only thing redemption needs is for the time between checks to be sped up, perhaps every .75 or .5 seconds.