I just watched a stream
MisterYoon
Join Date: 2012-08-18 Member: 155747Members
<div class="IPBDescription">and the feint death is.. just ridiculous</div>I just watched a ns2 stream, and really simply to say, i know that feint death's ridiculousity was mentioned for a thousand times, but didn't noticed that that's 'that' ridiculous, as i can't play ns2 for a while. Fade with feint death is just unbelievably lame. Always being invincible at 25hp and then blink away..
I thought that feint has also limitation like Redemption of ns1, but it seems it does work at least 5 times or eternally. So isn't there any plan to deal with that or just remove it?
I thought that feint has also limitation like Redemption of ns1, but it seems it does work at least 5 times or eternally. So isn't there any plan to deal with that or just remove it?
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I thought that feint has also limitation like Redemption of ns1, but it seems it does work at least 5 times or eternally. So isn't there any plan to deal with that or just remove it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Works best w/ Fade since he can blink away once he revives. But other aliens except maybe skulk aren't always so lucky because they are much slower trying to run off w/ only 25hp left.
I've seen many life forms die after using feint death because marines were paying attention to their minimap that still shows the location of aliens while using feint death. They just follow them and wait till they re-appear and put a couple bullets into them and they are done for.
Fades again seem the hardest to kill after feint death just because they have the ability to blink away so fast.
Also, if I'm not mistaken feint death won't won't trigger again until you re-gain full health. But you can keep using it over and over.
I think you have to get to full health since the last time you used it and it has to have been 60 seconds since it was last triggered. Which honestly as a fade is a non issue.
Redemption skulk was the best
my issue is with lerks. half the time when you kill them, they're already in flight. with the way the physics work in this game, it pretty much means they can be basically anywhere when they become visible again.
I have a question about the way it works though - is it guaranteed to proc every single time as long as <strike>you're off cooldown</strike> you've regained your health fully since the last instance? I seem to recall that was an issue with NS1's redemption, there was always the chance that it would just not work.
perhaps they could become invisible only but retain movement speed? the invincibility is the truly silly part, as it allows skulks to basically get a free attack in some areas of the map.
There has been many times I have fragged a lerk or fade and they continue on at their same velocity after being killed (Meaning they get way far away before coming back from feign). That is of course a bug but it's a pretty huge deal considering the outcome of lerks and fades still being on the playing field.
The whole upgrade itself feels like a bug even if it were working perfectly. LOL.
Everyone who I play NS2 with regularly hates it and thinks it's the worst upgrade.
It needs to be completely removed or have it only work a percentage of the time. Getting a feign every single time is stupid... maybe make it work 50-75% of the time to make it more balanced.
no, the only reason to use feign death is because it's reliable. if you add in a chance or unreliability mechanic, then I'd rather just take the mechanic that works. why balance a game by nerfing everything into oblivion instead of making each mechanic more fun and usable? think NS1 redemption.
NS1 redemption wasn't reliable... It was random...
Begone!
I am sure there are other alternatives.
<!--quoteo(post=1992940:date=Oct 17 2012, 12:59 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Oct 17 2012, 12:59 PM) <a href="index.php?act=findpost&pid=1992940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 redemption wasn't reliable... It was random...<!--QuoteEnd--></div><!--QuoteEEnd-->
For context, below a certain threshold of HP if you took damage there was a chance of jumping back to a friendly Hive.
An odd thing about it was how the trigger was activated. Continuous streams of damage, like the HMG, actually made it more likely for a high HP creature like the onos to get a Redemption Proc. But the burst damage of the Shotgun made it less likely. I told my friends this once when we had Redemption Oni trolling our base. Suddenly they all died in quick succession as everyone swapped to SGs.
I agree that it currently feels a bit cheap and a gimmicky gameplay element. Especially for high-speed units like the Fade and Lerk. Unless you can spew continuous damage in a region with GLs or a Flamethrower and are able to predict where they went. If you had a better chance of disabling the Alien while not removing its place in making a stealthy escape during a massive confusing firefight I'd be more in favor.
re-read my post, except without cropping out 90% of it. I said that feign death is reliable, and by making it unreliable, it will become similar to NS1 redemption - unused, unreliable.
And having it be somewhat unreliable is bad how?
I thought that UWE wanted to stay away from unintuitive hidden conditions/triggers in NS2... o.O
Really, did you seriously just ask that?
said this so many times..
Easily counterable - just follow the lifeforms. Also you do realize that you can shoot fades while blinking and they only resurrect with 10% of their health, making them easily 1-shotted right?
And by the way, it triggers only once - then you have to heal FULLY (including the armor) before it can trigger again.
In my opinion, it works rather well as it is and needs no adjustments whatsoever.
By the way, you can also escape as skulk if noone's near you and you use leap. I've escaped as a gorge and lerk too :-) . Onos is a little more difficult due to size and slowness but definitely possible too.
And by the way, you have to remember that everything in the game comes at a cost. Feign death usually means no crag or shift abilities; or 3 hives (which usually means the game's over anyway).
If there's anything "cheap and ridiculous" in the game, it's jetpacks. It makes skulks even with leap in 223 a joke. It takes an act of Zeus to land a hit on a jetpacking marine with the air-bump.
I've said that many times on Hive3 attacking Marine stalemates. Feign Death + Spore Lerk = one gassy base.
Have you asked the alien teams? :-D
Also resurrected lerks have 15 health, no armor I think. Pretty sure they die from a single pistol shot. With the JP nade spam which usually occurs when sieging FD is hardly a problem.
exactly the kind of thing we need in a game that the developers want to be a vehicle for competition
<!--quoteo(post=1993026:date=Oct 17 2012, 07:43 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Oct 17 2012, 07:43 PM) <a href="index.php?act=findpost&pid=1993026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there's anything "cheap and ridiculous" in the game, it's jetpacks. It makes skulks even with leap in 223 a joke. It takes an act of Zeus to land a hit on a jetpacking marine with the air-bump.<!--QuoteEnd--></div><!--QuoteEEnd-->
<ol type='1'><li>nobody asked</li><li>they're not cheap and ridiculous in the way that feign death is - you actually have to <i>do something</i> to use jetpacks, and they cost an appreciable amount of resources</li><li>this isn't the fault of jetpacks - it's actually that the skulk is so poorly designed that it can't do one of the classic "NS things" (leap at jetpacks)</li></ol>
But anyway, back to feign death. It also costs aliens passively, i.e. it costs them not going shift or crag hive if they only have 2, which is the case in any semi-serious game in 223 anyway.
If aliens have 3 hives and they're actually sieging a marine tech point, the game has pretty much ended, regardless of feign death.
What needs to be fixed is the stupid glitch where it doesn't show the points when someone's killed while using feign death; makes it far less useful. It needs to be completely deceptive.
Oh, and what makes feign death not have a place in a competitive game exactly?
As it is right now it is a bit too powerful, I kinda wish they just left in redemption lol sure it failed on occasion but it wasn't anywhere near as exploitative as FD.
Say you use your frein death ability once, your percentage that it will work again goes down a few points.
So like first death there is a 100% chance it will work, second death there is a 95% chance it will work and so on, making it tougher and tougher to just charge in and rely on frien death to save you.