How to fix celerity

.ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
edited June 2012 in Ideas and Suggestions
Make celerity so that you have to press a button to start using it (Think onos charge) while using celerity you will not be able to attack you have to let go of the button and lose all your speed before you can begin attacking.

This is the only way to prevent the exploiting of this new addition. I see where Flayra is going with the concept but, no offense, the delivery was poor and not very well thought through in my opinion. This ability needs to be restricted so that it doesn't turn into a cheesy gimmicky exploit friendly thing.

EDIT: Perhaps make it simpler by making it so simply double tapping W will activate celerity. Just more user-friendly.

Comments

  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited May 2012
    Slow down when you make tight turns? You can do 180s and whatnot currently with no speed penalty. More is needed than that obviously but I think it would help... your solution is interesting adhd, it would make celerity primarily a traveling device and much less a combat one. I think they could make it work as a combat/opener, but they need to reduce the speed bonus across the board, it's simply too fast atm.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    Sharp turns should slow you down. But I love the idea of skulks taking the long way to a room just so they can get more speed before throwing themselves in the enemys face.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Just make your speed drop when you get shot.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1940603:date=May 31 2012, 05:10 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ May 31 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1940603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just make your speed drop when you get shot.<!--QuoteEnd--></div><!--QuoteEEnd-->


    It does, but skulks close the distance to the marine before the marine hits them once. That kind of defeats the point of them slowing down in the first place. They're already exactly where they want to be: on top of you.
  • TremanNTremanN Join Date: 2002-11-13 Member: 8471Members
    How about giving celerity a permanent speed boost? Nah, having one alien upgrade useful in combat is enough.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1940653:date=May 31 2012, 08:18 PM:name=TremanN)--><div class='quotetop'>QUOTE (TremanN @ May 31 2012, 08:18 PM) <a href="index.php?act=findpost&pid=1940653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about giving celerity a permanent speed boost? Nah, having one alien upgrade useful in combat is enough.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sorry this isn't ns1, everything has to be overcomplicated and wrong
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited May 2012
    The speed gained from Celerity could be more gradual.

    Why not split the bonus into an initial base speed increase (of +5~10%), and an out-of-combat bonus?

    The current maximum speed boost is quite ridiculous. As it increases Kharaa "ambush" range, while making them difficult to hit and be intercepted.
  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
    How about a system that determines if you are in a certain radius of marines, as long as they aren't behind an impassable wall or something (perhaps calculated by using the pathing for the workers) so that way if they pass by marines they can't just run up right next to them and get a cheap shot in
  • mikeditkamikeditka Join Date: 2012-03-31 Member: 149764Members, NS2 Map Tester
    <!--quoteo(post=1940373:date=May 31 2012, 03:22 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ May 31 2012, 03:22 AM) <a href="index.php?act=findpost&pid=1940373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it would make celerity primarily a traveling device and much less a combat one. I think they could make it work as a combat/opener, but they need to reduce the speed bonus across the board, it's simply too fast atm.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would say slow it down a little for skulls....Not for gorges though, it is awesome for gorge race horses!!

    I do like the idea that ADHD came up with and how Rant expanded on it with the idea that it might be an opener. Making it button would allow you to have more control. This would allow for some ridiculous game play, in a good way. Since everyone would be able to do different style of an opener and the maneuvers would go way up (e.i. JetPack Fix). With this in mind remember that it would that celerity would be slowed. I would say the more control of the abilities we have the better!!!
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