I just had an idea what if we combined silence and camo like in swelek's balance mod. Then we would add in an ability like feign death or create a new one called stealth that makes you invisible to long range scans but not the observatories.
Sure, silence is great, but the overall suite of shade abilities seems weak. As the game progresses, shade abilities experience rapidly diminishing returns.
I agree with several other comments that reinstating passive radar (aka scent of fear, aka aura) would be appropriate.
I'm in agreement with this.
I love playing with Silence first, but shade hive abilities are terrible compared to say shift first. Being able to do a early game forward shift spawn is too good to pass up early game.
I saw it in a competitive game as a first hive choice and the team won.
If we're talking about the same match, that was All-In IIRC who went camoflague since they knew that the opponents did not normally get an observatory instantly. They went camo early, went up to the marine base on Veil, ignoring the rines on the way and when they reached the CC the comm had just jumped out of the chair to build the observatory. They killed the comm and took down the CC so the game was over in ~2 minutes. If they had gotten there later when the obs was built and the commander was in the chair, it would likely have turned out differently. It was gambling, either win by rushing the CC or have a huge increased chance of losing later on. A tactic that you will likely not see in pub games.
hahaha, I remember that match. The casters were like, "what in the world is All-In doing? Shade Hive is not a very viable strateg- OH WAIT THERE'S NO OBS!"
Silence was fine on lerks until they added tracers to be honest, now I don't see why you would bother. Celerity and Carapace will give you a much bigger bang for your buck.
Silence was fine on lerks until they added tracers to be honest, now I don't see why you would bother. Celerity and Carapace will give you a much bigger bang for your buck.
Maybe a side-effect of Silence on Lerks should now be that it hides the tracers.
ScatterJoin Date: 2012-09-02Member: 157341Members, Squad Five Blue
Celerity over silence for lerk and that's not because of tracers.
Shark-lerking + celerity means you can travel at 15.1 speed allowing you to much more rapidly position yourself around the map. Silence doesn't mute damage sounds and lerks glide silently anyway.
Lerk tracers are still bad, but aside from that camouflage deactivates at a very sensitive level. Even when you fall off a very small ledge it deactivates and you turn opaque green. The first model image of a deactivated camouflage alien is easier to see than a regular alien. So those are two things that should be tweaked.
Comments
I'm in agreement with this.
I love playing with Silence first, but shade hive abilities are terrible compared to say shift first. Being able to do a early game forward shift spawn is too good to pass up early game.
hahaha, I remember that match. The casters were like, "what in the world is All-In doing? Shade Hive is not a very viable strateg- OH WAIT THERE'S NO OBS!"
Maybe a side-effect of Silence on Lerks should now be that it hides the tracers.
Shark-lerking + celerity means you can travel at 15.1 speed allowing you to much more rapidly position yourself around the map. Silence doesn't mute damage sounds and lerks glide silently anyway.