Skulks and Fades... a bit more polishing?
a®men
Join Date: 2012-09-06 Member: 158182Members
First of all I totally love this game, awesome concept awesome gameplay and I have been playing on and off since the hl mods days.
two suggestions I think that would improve overall gameplay i think would be to add a bunny hoping restriction to skulks, but slightly increase their speed... good skulk players usually approach you in a very bouncy manner and that kind of kills the immersion, Leaping is one thing, but when the skulk is bouncing around like a volleyball it kinda kills it.
Also on that same note, it feels like the animations for the alien approach towards marines is very twitchy, and it almost seems like they just always jolt at you with minimal movement animations - basically Im wondering if they can smooth out the movement for the aliens, and make it more realistic - not slower
and the fades - it seems a bit overpowered. ok a lot overpowered. im not saying they are impossible to kill but it seems like everyone would rather go fade then a lurk(?) since the fade is WAYYY faster, it can fly and apparently very easy to get kill with. Im not sure what needs to be done, but Im thinking their fase ability ( or whatever) needs some kind of cooldown...
it just seems like when there are 2-3 or 4 fades its just marines sitting in a barrel - Fade comes in kills a guy, gets shot maybe twice goes out rinse and reapeat. there are no drawbacks - or it seems like there isnt. if they leave the fade as is @ least add extra dmg vs mines and explosives... ive seen a fade go thru 3 of my mines with no result.... there needs to be a solid method to counter them ( other than mass exo jetpack spam lol)
-i just think the fade should be like special ninja unit that needs to watch out and not go rambo style in the middle of 10 marines and walk out barely scratched. I just dont see why anyone would biomorph into anything other than fade (for fighting), and the onos for the epic lolz.
two suggestions I think that would improve overall gameplay i think would be to add a bunny hoping restriction to skulks, but slightly increase their speed... good skulk players usually approach you in a very bouncy manner and that kind of kills the immersion, Leaping is one thing, but when the skulk is bouncing around like a volleyball it kinda kills it.
Also on that same note, it feels like the animations for the alien approach towards marines is very twitchy, and it almost seems like they just always jolt at you with minimal movement animations - basically Im wondering if they can smooth out the movement for the aliens, and make it more realistic - not slower
and the fades - it seems a bit overpowered. ok a lot overpowered. im not saying they are impossible to kill but it seems like everyone would rather go fade then a lurk(?) since the fade is WAYYY faster, it can fly and apparently very easy to get kill with. Im not sure what needs to be done, but Im thinking their fase ability ( or whatever) needs some kind of cooldown...
it just seems like when there are 2-3 or 4 fades its just marines sitting in a barrel - Fade comes in kills a guy, gets shot maybe twice goes out rinse and reapeat. there are no drawbacks - or it seems like there isnt. if they leave the fade as is @ least add extra dmg vs mines and explosives... ive seen a fade go thru 3 of my mines with no result.... there needs to be a solid method to counter them ( other than mass exo jetpack spam lol)
-i just think the fade should be like special ninja unit that needs to watch out and not go rambo style in the middle of 10 marines and walk out barely scratched. I just dont see why anyone would biomorph into anything other than fade (for fighting), and the onos for the epic lolz.
Comments
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-or is it bound to scroll down for you guyz?
Also the counter to fades <strike>early to</strike> (<--- lol early game fades) mid game is shotguns and teamwork. And if the aliens are on 3-4 fades then you should have an answer for them with jetpacks or exo otherwise you lost the game earlier than that.
like i mentioned too, if they increased its' movement speed i wouldnt mind - as long as the jerky unsynced animations get fixed. and maybe a bunny hoping fix implemented.
my problem with fades is they never run out of energy. Why turn into a lurk, when you can fade party all day? seems more usefull, more powerfull, and all around faster than anything the aliens dish out. not to mention all the other bonuses fades get. -sure you can counter with early shotguns but playing as a fade seems like super-easy mode while shotguns are like "if you miss em once, you're screwed." also wtf is up with mines not doing ###### to fades? for 15 resources mines need more of a punch.
You can outfit an entire team of marines with shotguns faster than the aliens can get fades and if the marines are going around in groups like they are supposed to then fades really need to be like they are now. You're not supposed to be able to 1v1 a fade with a 20res shotgun, you need a group of marines with shotties. If the comm is good and he has the APM to also drop medpacks then 1 or 2 fades are gonna have a hard time with a group of marines.
<!--quoteo(post=1973239:date=Sep 7 2012, 03:54 AM:name=a®men)--><div class='quotetop'>QUOTE (a®men @ Sep 7 2012, 03:54 AM) <a href="index.php?act=findpost&pid=1973239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also wtf is up with mines not doing ###### to fades? for 15 resources mines need more of a punch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mines are not supposed to counter fades. You use them for skulks in vents and lerks on the ceiling. They are too expensive and just hopelessly ineffecient if you're using them specifically against fades... as it should be. You should be saving your res for a shotty if fades are out or an exo if your comm is getting them.
and yes I hit them, els woulnt be blood all over my screen, or hitreg still bugged says on client side hitted them but server says screw you!.
Fades just way to much mobility, more mobility then lerk, even in air.
Mines do Light-type damage. You need like four Mines just to strip a Fade's armor, much less deal any damage to it (And they can just Blink over them anyway)
A Skulk with Carapace can survive a mine, too.
Marines bunny hoping on the oter hand... how many humand can standing jump 3 feet into the air... without having to take the time to crouch and jump... and and jump again immidiately upon impact to the ground... without crouching.
Skulky things with pointy legs and jump easily. People... not so much. <i>Marines </i>bunny hopping, now thats ridiculous and unrealistic.
All the winjing and crying about 'OverPpwered' has put development back by a few months, atleast.
I agree that alien movement IS alien, duh.. That's how it is meant to be.
The Kharaa life-form is not from this dimension.
something is definitely wrong when an average player becomes a fade, and his score is 100x better because of it. Ive noticed this too many times, stop with the "oh, if ALL marines are together and use shotguns you can make him run away" ... really? I'd rather be able to kill the ###### on his first run in. Why is it that aliens can get an UBER mobile UBER strong and UBER fast unit that essentially gives them the best abilities in the game, while marines get a jetpack with fuel that runs out almost immediatly.
or how about marines get "X" that allows the player to go from 8k/4d to 60k/8d Im sure the alien players would be in an uproar.
if you like how the fades are now and don't want to nerf them, marines need some compensation. you get 2-4 fades and you can effectively cut off the marines from their supplies/rt, and any small response team 3-5 marines get chomped away from those fades, easy pickings. VERY easy pickings.
->either make the shotguns do CRAZY dmg to fades (ive shot a fade 3x /w shotty /w weapons-2 @ near point blank and he still got away. BS!)
->or sustained fire on fades causes exponential dmg. so once you hit the fade, and continue to do so, each consecutive shot will add a damge multiplier. forcing the fade player to retreat
Im sick of joining an even match up, and as soon as fades appear the game flips to the aliens favor. (unless marines are owning as pros or the aliens have ###### players. but why does this have to be one or the other???)
if you want to be the quick fast killer you need a downside. fades have no downside. also the commander dropped eggs are just OP... cmon.
Not applicable. Claw Exo costs the same, but has a number of weaknesses compared to a light Marine. Very slow, massive hitbox, only has armor as 'health' (So Bile Bomb is killer), has a number of blindspots that it can safely be kited from, can't phase, can't beacon, relies on others to keep it healed, etc.
Fade's only weakness compared to a Skulk is that it's hitbox is slightly bigger and it can't run on ceilings/walls (although it can fly)