RisingSun RisingFlorida Join Date: 2004-04-19 Member: 28015Posts: 899Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow Auto Verified
edited August 2011 in NS2 General Discussion
A balance of classesGave 184 a shot today. Played each alien class and as a fade i really am not that good or a skulk for that matter. My FPS drops low and lag due to no servers being near where i live makes it hard to play. My views which tend to be old school (NS1). This is what i see so far and what i think could benefit the game. I'm only covering alien classes and roles there in.
Skulk - Base unit. Good vs buildings and in groups. Not effective as a solo aggressor.
The skulk in my opinion is where it needs to be. Tough enough in groups and great at killing buildings. I miss the old bunny hop because mobility for skulks feels so sluggish and i miss the old skill based movement.
Lerk - Support class. A unit that can slow advancing forces and soften them up.
The lerk is in a confused state right now. It can not take many direct hits, but it is being forced into medium to short range combat. Spikes are shot but have crap range. Spores are also shot with crap range as well. I would really like to see this as the "scout" class. Great movement and the ability to cover the map quickly. Adding a spore cloud that when walked through would mark the opposing players with a pheromone would be cool. Much like the skulks parasite but in a cloud. This could give the lerk a niche of scouting ahead and making a safe retreat. When pressed at the last hive or another choke point the lerk adds support with gas to get the marines moving. Umbra would be nice to see back in the game. Giving the lerk less reasons to attack putting it self at bodily harm will allow for the skulk (in groups), fade, and onos to shine. Emphasizing the need for only a limited amount of lerks (because let's face it. they are annoying as marines. stupid gas)and making them still useful late game when heavy armor is out (gas is useless).
Fade - Primary assault class. Great vs players, ok at movement, and terrible vs buildings.
I also like the fade over all. When i played as one i got the feeling that too many fades would be bad. Sure you could kill the marines but it was always nice to have a skulk around to chomp structures. Movement needs to be increased somehow since blink got hit with the nerf bat due to being too effective in combat. Making it pretty useless to get around the map with.
Gorge - Support class. Great vs buildings, great at friendly player support, terrible solo.
Without the roll of building key structures anymore the gorge has become more of a field medic and comm support. As structures gain micro abilities i think we will be the comm leave the hive less and less. The gorge needs something else to do. Heal spray and bile bomb are an excellent start. It would be nice to see a mini everything of the commanders. Mini-shades and mini-crags could be dropped for their passive abilities but not the comms micro abilities. A little restructuring could make this very effective without taking away from the alien comm but helping give the gorge a purpose.
Onos - Bullet sponge (not much else known).
What is this classes roll? Something tougher than a fade and deadlier to buildings that a skulk? Not to sure myself =)
So the alien team as a whole needs: A comm, Lerk (if scouting was put in), 1-2 fades max, and skulks (later game onos). A redefined Gorge could round out this team, making this a 6 man team. It would be nice to see every class be useful end game which i think UWE is very close to achieving. I am very excited to see a great game evolve before my eyes. If i got any of the roles please post here or what you would like to see classes do. Not so much single moves but as a whole.
Example: Lerk as a ranged death dealer. Snipe, long range spore, and long range spikes. Role being to stay out of the fight and pick off the weak while still supporting the team.
Post edited by Unknown User on