Shifts should increase attack speed

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
<div class="IPBDescription">rather then energy regeneration</div>I think the shifts need to be given some animation that alludes to the fact that they give an area of effect buff. Simply by seeing crags jump up and down, and spray mist everywhere, you can tell they are doing something. Secondly, I think that the energy regeneration buff shifts currently give is outdated, and a little bit inconsistent. I say inconsistent because, while crags and shades affect everything in their area of effect, player or structure, the shift only affects players, and even then it only really affects ranged players, unless the marines decide to fight skulks next to a shift.

So here's what I propose. Instead of having shifts passively regenerate energy in the area, have them increase attack, or "functioning speed" of everything in a radius around them, a radius roughly equal to the heal radius of a crag. The rate of fire increase should be around 15%, stackable with enzyme cloud, and the shift should trigger this ability every 9-10 seconds, and it should last for 5 seconds. Players under the effect of this buff should obviously attack faster, hydras shoot attack faster, whips should attack faster and be able to hit grenades away faster, shades should cloak players faster, and crags should heal faster. Cysts should also cyst faster.

Comments

  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I like this idea but! ,,, I think that once we can upgrade crags this would be op also alien comms just need to learn to use it better by evoloving them and echoing there crags up after taking a new area rather than spend tres that can (now) buy high lifeforms ,,, too often do you here alien comm's saying oh I didn't know about that same with shade ppl ofter send in the fake lifeforms but a fake whip next to a real 1 or a fake crag really spreads the damage around
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    how about reduce energy regen on every lifeform by 50% and increase energy capacity by 100%

    this would make the shift passive ability alot more usefull
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited August 2012
    I like the concept of "everything happens faster" near a shift. I wonder how far it could be taken before becoming op.

    Attack faster
    Move faster
    Build faster
    Mature faster
    Research faster
    Evolve faster


    The move faster is particularly appealing, I could see khamms building "highways" between important areas with shifts spaced along the path.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    <!--quoteo(post=1969341:date=Aug 31 2012, 05:39 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 31 2012, 05:39 PM) <a href="index.php?act=findpost&pid=1969341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the concept of "everything happens faster" near a shift. I wonder how far it could be taken before becoming op.

    Attack faster
    Move faster
    Build faster
    Mature faster
    Research faster
    Evolve faster
    ......<!--QuoteEnd--></div><!--QuoteEEnd-->

    Didn't even think of things like building, researching and evolving faster. I don't see why it would be op though. Either drop many shifts, which aren't cheap, or place all your important structures in one location, which is pretty risky. Then you can take it a step further and place upgrade chambers near the shift, upgrade it, and then teleport the chambers away.

    I do however think this would be "overpowered" in the sense that it would make shifts a whole lot better than crags and shades. I would drop a shift right next to the hive everytime just to get lifeform upgrades faster.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited August 2012
    Somewhat overlooked, in NS1 MCs near Offensive Chambers caused them to shoot faster. But many didn't know about it since it's hard to gauge an incremental attack speed boost. At the very least we could bring that over for Hydras/Whips if we made it obvious the Shift was responsible.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1969376:date=Aug 31 2012, 07:31 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 31 2012, 07:31 PM) <a href="index.php?act=findpost&pid=1969376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Somewhat overlooked, in NS1 MCs near Offensive Chambers caused them to shoot faster. But many didn't know about it since it's hard to gauge an incremental attack speed boost. At the very least we could bring that over for Hydras/Whips if we made it obvious the Shift was responsible.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow. I played NS for a good 5-6 years and never knew that. I think an "i'm doing something" animation, like the crag and shade structures have, would go a long way in conveying something like this.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1969377:date=Aug 31 2012, 10:39 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 31 2012, 10:39 AM) <a href="index.php?act=findpost&pid=1969377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow. I played NS for a good 5-6 years and never knew that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And now you know why I hate hidden values.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Shifts are already fantastic for building forward spawns outside of marine bases. Also plonking one next to a gorge wall makes it very hard to kill until GLs or exos come up
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1969341:date=Sep 1 2012, 01:39 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Sep 1 2012, 01:39 AM) <a href="index.php?act=findpost&pid=1969341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the concept of "everything happens faster" near a shift. I wonder how far it could be taken before becoming op.

    Attack faster
    Move faster
    Build faster
    Mature faster
    Research faster
    Evolve faster


    The move faster is particularly appealing, I could see khamms building "highways" between important areas with shifts spaced along the path.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 this great
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    <!--quoteo(post=1969432:date=Aug 31 2012, 11:21 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Aug 31 2012, 11:21 PM) <a href="index.php?act=findpost&pid=1969432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shifts are already fantastic for building forward spawns outside of marine bases. Also plonking one next to a gorge wall makes it very hard to kill until GLs or exos come up<!--QuoteEnd--></div><!--QuoteEEnd-->

    If a shift can be placed, the gorge has adrenaline, which means he can heal spray ad infinitum without ever running out of energy. This is the primary problem with the current shift. Think of the units which benefit from its energy regeneration aura. Gorges, Lerks... Fades? Maybe? All three of those lifeforms already use adrenaline. They are fulfilling the same roll, which is why I think it needs to change.

    Unfortunately the increased attack speed does overlap with enzyme cloud, which is a problem.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    The only time I run out of energy is Leaping Skulk, BileBomb Gorge, Lerking (always), and Fade.

    In NS1 forward MCs were mainly for the Lerks and Fades using the Regen ability. And for Gorges to teleport real fast to the Hive while bile Bombing and heal spraying.
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