Suggestions For The Alien Upgrades

XyrcaiXyrcai Join Date: 2004-05-25 Member: 28898Members
<div class="IPBDescription">Well I think they're good ideas..</div> First, and foremost, I'd like to point you toward <a href='http://www.unknownworlds.com/forums/index.php?showtopic=71686' target='_blank'>this thread</a> which is about unchaining the chambers. There are good suggestions which I incorporate into this.

My first idea is make it so with his system, there are 3 abilities total, not one from each. So that if someone wants they can get Celerity/Adrenaline or they can get Carapiece/Regeneration.. This allows for a lot more versatility on the alien side.

Next, I suggest merging some abilities. Some abilities are simply not taken by most players because they are not as useful as many others.

The Defense Line is pretty solid, and very fair. The only one that is iffy is Redemption because it rarely seems to go off when you need it. A possible idea would be to bump Redemptions chance to teleport you to the hive to 50% instead of 35%. So that it works more often than it does now.

Movement line is nice as far as Celerity and Adrenaline, but not many really care for silence because Motion Tracking can negate it against a good player. So why not do one of two ideas..

A) Combine Celerity and Silence.. Then add a new 3rd ability
B) Give Silence an added bonus of blocking Motion Tracking, to add to the "Ambush" options of aliens.

And that brings us to the final line, Sensory. Which really is a pretty balanced package except for minor details

Focus - Why is it aliens get a .50 damage boost at the cost of a 33% speed reduction? Isn't that a bit unfair? Marines get damage boosts without losing any speed. So why shouldn't Aliens? Consider reducing, or even removing, the speed penalty.

Cloaking - Cloaking has a lot of "Bugs" with it that really need to be fixed. It should make you 100% invisible while you are holding down your walk button. It is rediculous that you become uncloaked for going over the tiniest bump in the map (Sometimes the bump isn't even noticable)

Thanks for the time.

Comments

  • Flak50CFlak50C Join Date: 2002-11-06 Member: 7247Members
    I like the idea of silence blocking motion tracking... would make it useful later in game.

    You can't, however, compare the damage upgrades of aliens to marines. Marines get a total of 30% damage upgrade over a long period of time, aliens can get a 50% upgrade immediately for cheap... except it costs attack speed. The alien damage being so high a 50% upgrade does a LOT... marine upgrades don't do much except over the course of a clip into a fade/onos/hive.

    Cloaking should never be 100%. I think its 90% now, which is fine. I do agree with fixing the problems with walls and bumps though... it appears as if over a 1 inch bump gravity accelerates you faster than your cloak speed threshold so you uncloak... pretty ridiculous <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Slow_SmurfSlow_Smurf Join Date: 2004-04-03 Member: 27702Members
    A large reason to make cloak 100% is to avoid the abuse of certain graphics cards/settings etc that make it easy to spot cloaked aliens, making it a worthless upgrade.
  • 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
    edited May 2004
    Focus doubles damage and increases attack delay by 115%, IIRC. Which in theory means focus is only worth it against targets which you need an even number of normal attacks to kill. Ie, lvl 0 and lvl 2-3 armor marines. Undamaged lvl 1 armor marines actually takes longer to kill with focus than without.

    So yea, for an "upgrade", focus is weird. Even weirder when you realize that focus 1 is better against lvl 1 or 2 armor marines than focus 3 ... they both kill in two bites, but lvl 1 focus kills in 0.55 seconds rather than 0.9 seconds.

    Personally, I rather make focus do 45% damage extra, with no change in attack speed (the reason for the 45% is that a skulk bite would do 101 pts of damage, thus keeping combat resupply jetpackers honest). A straight attack bonus, no disadvantage. Would also mean that focus wouldn't kill lvl 0 armor marines in one bite like now. A focused skulk would take down all marines in two bites except for lvl 3 armor marines.

    Of course, this would make the hit-n-run aliens weaker, ie the Fade with focus. I don't have a problem with that - after all, in combat it's too powerful and in classic, you never see sensory anyhow.
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