Shifts should increase attack speed
Imbalanxd
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 Secondly, I think that the energy regeneration buff shifts currently give is outdated, and a little bit inconsistent.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.
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
this would make the shift passive ability alot more usefull
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.
Attack faster
Move faster
Build faster
Mature faster
Research faster
Evolve faster
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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.
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.
And now you know why I hate hidden values.
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
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.
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.