Thoughts on adrenaline in 220+
Chalarie
Join Date: 2012-05-03 Member: 151459Members
<div class="IPBDescription">Want to know what you all think!</div>Haven't played too much of build 220, but after a few games now, I think the new adrenaline is worthy of discussion. I don't particularly have any thoughts on what I think of the change, but it definitely does change the use slightly. So what do you all think of it? Good? Bad? Need something different?
Comments
However, I think it's an okay change, as it brings it in line with the other abilities, and you can generally go either way with celerity or adrenaline now and still do well.
The new adrenaline allows you to fight longer than you normally would be able to, but its consequence is that you're out of it that much longer afterward.
Previously, there seemed little reason in getting celerity as a fade or lerk simply because adrenaline allowed you to spam literally everything with impunity, fight forever, and get right back in again after healing, which seemed a little overpowered.
Gorge is running out too easily healing the hive when marines are smashing it.
I think it needs a bit of work :)
Only change maybe would suggest is make adrenaline a 250% increase instead of 200% as it is now. Currently celerity is usually a better choice, so try to make it more appealing.
Typically I go adrenaline on the gorge, so I don't wear down when supporting too quickly. Lerk I go celerity. Onos celerity. Don't play fade much, but I imagine adrenaline is better. Skulk I go celerity.
Only change maybe would suggest is make adrenaline a 250% increase instead of 200% as it is now. Currently celerity is usually a better choice, so try to make it more appealing.
Typically I go adrenaline on the gorge, so I don't wear down when supporting too quickly. Lerk I go celerity. Onos celerity. Don't play fade much, but I imagine adrenaline is better. Skulk I go celerity.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I agree before it was sticky tape mouse button 2 down to heal as Gorge and never have it go down.
Also agree with the 250% instead of 200%.
Now that adrenalin ability has been rechanged and it based on 100% extra energy cap it feels utterly usesless. It's like you're fighting like crazy and then suddenly you're out of gas and have to wait 30s to regain full.
The old adrenalin wasn't overpowered at all for the fade.<b> It was just the balance that was the problem.</b> It's a very simpel fix. Example: Just increase the cost of blink for fades, and healing spray for gorge.
To make the perfect balance will come in time. :)
I also notice how I am seeming to use celerity and adrenaline sometimes. Before I used to always use Adrenaline.
I usually use adrenalin as lerk, because I don't really need the extra speed from cele. IMHO it is better the to have the extra energy for more spikes and spores.
As a fade I'm still testing both cele and andrenalin, but I think both are viable choices.
Onos - cele >> adren
skulk - I don't know, I have always played cele skulk, because I dont need leap so much.
gorge - both viable choices depending on play style
The adren change was good for this very reason. It was a kind of super-celerity itself through ability spam.
Only problem now i find is that fade blink costs are too low to warrant anything but celerity imo..
Only problem now i find is that fade blink costs are too low to warrant anything but celerity imo..<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Exactly. The new adrenaline is perfect. With shifts placed in the field to support gorges and fades, they remain just as effective as before.
I also agree about blink. They need to bump up the initial activation cost.<!--colorc--></span><!--/colorc-->
Waiting for energy to refill is one of the things that makes aliens frustrating and annoying to play.
For example, give you energy for dealing damage / healing damage. Of course tuned so its not broken.
Not to mention it gives alien commander something to do, AND adds a small res sink in all these forward placements.
Those 'stations' must have at least a shift, but I'd say also a few crags and definitely hydra's to keep it a bit safe. Lonely shifts are easy to take out, after all.
A definite improvement. Perhaps the numbers need to be tweaked a bit, but I like it.
Waiting for energy to refill is one of the things that makes aliens frustrating and annoying to play.<!--QuoteEnd--></div><!--QuoteEEnd-->
IMO, it is precisely this reason why adrenaline needed to be changed.
Adrenaline should not allow you the ability to spam all attacks virtually limitlessly. Every player needs an "operational limit" of sorts when attacking. With marines, their limit comes when their clip runs out of ammo, and are forced to spend 2-3 seconds reloading. If a Fade was able to dodge well with the old adrenaline, he had no reason to stop his assault. Running out of energy is a good way to have the aliens pause momentarily, if only to allow marines a breather between attacks.
As I said before, this new adrenaline is not as good as the old one, but I think it's a change that was needed.
As with the other though, I would say some tweaks might be necessary.
Perhaps increasing the boost slightly over 200%, or decreasing the cost for a few actions on a few classes, or maybe increase the recharge rate very slightly (5-10%? I don't know what the old rate was.)
IMO, adrenaline being a temporary boost when under duress, should kick in and provide an energy boost while you're taking fire in a battle, but I have no idea how this would affect gameplay; more of just a random thought.
Edit:
I also agree that it is a good change in that it is sparking more discussion between the players and khamm for shifts. Last night was a good example for me. Our hive in Atrium was being pressured from a phase gate in Reactor. I went Gorge to try to keep our hive healed after a few assaults, but with only Celerity available, I was running out of energy healing everything. I asked the khamm for a shift, which he placed behind me, and that allowed me to heal the hive back to full strength in relatively short order. It also allowed everyone else on the team playing fades and lerks to do a "fly-by" past the back of the hive to gain some extra energy.
The advantage of adrenaline in this case over someone without adrenaline, is that they are able to be on the field for a longer period of time. As a tradeoff, when you run out, you have to wait longer for it to recharge. However, a shift will speed this process along. A shift, like a crag, would never be in the middle of the action; it's to help you get back to the action more quickly. Previous adrenaline was quite broken because you never had to worry about energy, which sounds ridiculous because you get one upgrade that basically gives you unlimited energy. You can place a shift outside an area you're assaulting along with a crag, and when you run out of energy, you dash by, and you're good to go again. With adrenaline, you have to dash out here less often than someone without adrenaline.
In fighting JPs, if you cannot catch them after 4-5 leaps with adrenaline, you're likely in a disadvantageous spot anyway. If, on the other hand, you're fighting them in your hive area, a shift should have sufficient range to give you an energy boost as you and the JP'er likely criss-crosses your hive.
Regen's ability is to give you HP restoring abilities, cloaking gives you the ability to become invisible, and at this point, we're being told that adrenaline's ability is to give us more energy. A crag's inherent bonus to regeneration only occurs near it, a shade's passive cloaking only works within its range, and a shift's energy restoring boost only works within its range. I don't see what the problem is.
Virtually unlimited energy on any class is not a good idea IMO.
If that doesn't suit you, I suggest that we have the marines move to the Mass Effect One model of ammunition, and then have an upgrade with infinitely fast heat dispersion. Hooray. Wall of lead and fire versus wall of teeth, claws, and other appendages.
A jetpack get away from a fade? ROFL
Stopped here. Why? Because egg spawning is nothing like nor even anywhere close to having the same amazing benefits that phase gates brings.
The new adrenaline is a complete utter joke. It's in the same tier as camouflage (ie fecal matter). It actually made celerity a better pick. Shame celerity is only a less smelly turd, but still a turd, than adren/camouflage.
The dimwits saying blink needs to cost more, I can't even honestly believe you're suggesting that. You're balancing blink around adrenaline and in doing so, making adren a requirement to go fade. Which I'm sure will happen, because heaven's sake if this game is a least bit challenging to play as marines. This is the reason I can't wait for the NS1 mod by xDragon.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A jetpack get away from a fade? ROFL<!--QuoteEnd--></div><!--QuoteEEnd-->
Hint: Baddies tend to die a lot. Take that as you like.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you have a shift on you.. you don't need adrenaline...<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly.
As an added bonus spores are based on movement speed (more speed = more spores) so with celerity you're safer AND cover just as much area with spores.
Basically <b>celerity makes the energy worth more. Rather than adrenaline where you just have more of it. Quality > quantity.</b>