remove "in combat" nerf
maD maX
Join Date: 2010-01-28 Member: 70347Members
<div class="IPBDescription">of upgrades</div>If one evolves celerity that alien is now an advanced lifeform that IS faster why would entering combat devolve his speed. If combat slowes a celerity skulk because he is taking damage, why doesn't the normal skulk slow down taking damage? And why would me attacking say a RT with bilebomb make me slower? Does a marine take longer to reload when he is in combat? does the marine loose the ability to sprint if he shoots a couple of granades?
Comments
I'll admit that that might be nice if it did work that way, but that's how things stand ATM.
(hey, it beats my analogy in the other thread!)
p.s. complementary <a href="http://www.youtube.com/watch?v=Vh4Kx9IqIZw" target="_blank">http://www.youtube.com/watch?v=Vh4Kx9IqIZw</a>
(hey, it beats my analogy in the other thread!)
p.s. complementary <a href="http://www.youtube.com/watch?v=Vh4Kx9IqIZw" target="_blank">http://www.youtube.com/watch?v=Vh4Kx9IqIZw</a><!--QuoteEnd--></div><!--QuoteEEnd-->
You aren't clear on what your point is, but marines have phasegates. Thats way better than celerity any day. Also, marines sprint while out of combat, so yes. Also, marines can resupply at an armory or get a health pack anywhere on the map. They can also repair their own armor. So yes to everything, though medpacks are in combat as well.
but ~50% faster out of combat run speed is balanced around the current game.
if you want universal 50% faster run speed, you're having a laugh.
if you want universal 50% faster run speed, you're having a laugh.<!--QuoteEnd--></div><!--QuoteEEnd-->
Most classes only receive approx. 30% faster with celerity, with the Gorge (70%) and Fade (45%) being the exceptions.
I think celerity could be improved by providing a small speed boost (10-20%) "in combat" in addition. If that is too much trouble, simply tweaking the celerity start time, ramp up/down time upon exiting/entering combat would be great.
I would gladly give up a few points of regen/celerity if it ment that it wasnt situationily dependent
You will learn to value celerity once you see its massive potential ;)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You aren't clear on what your point is, but marines have phasegates. Thats way better than celerity any day. Also, marines sprint while out of combat, so yes. Also, marines can resupply at an armory or get a health pack anywhere on the map. They can also repair their own armor. So yes to everything, though medpacks are in combat as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Phase gates and armories cost resources, energy and take time to build. They are hard to deffend and costly when lost. Alien perks like celerity and regeneration don't cost any resources, just the lifeforms do. Therefor you can't compare the two at all.
Stop deriving from the point and accept that in combat nerfs should not exist... especially HIDDEN ones...
It's bad enough that aliens only have 6 total upgrades to choose from now, down from 9. And they only get barely half of the skills they used to get now, with no more FOCUS or WEBS making it increasingly difficult to deal with Jet-Packs.
Celerity is really the only way to get to the jetpackers as far as I am concerned, and If you're in combat now you can't even do it properly...
Don't you dare tell me adrenaline is the answer, the nerf on that is abysmal aswell, you can leap twice and be completely out of energy or get adrenaline and leap 4 times then be completely out of energy. Now unless you're a PERFECT aimbotter you will never kill a jetpacker in 4 leaps, and it is literally impossible to do it in 2.
Enough complaining, bottom line Aliens have seen way more nerfs than Marines and many more than necessary so please at least let us have celerity in combat... That's the only reason to get it anyways.
Stop deriving from the point and accept that in combat nerfs should not exist... especially HIDDEN ones...
It's bad enough that aliens only have 6 total upgrades to choose from now, down from 9. And they only get barely half of the skills they used to get now, with no more FOCUS or WEBS making it increasingly difficult to deal with Jet-Packs.
Celerity is really the only way to get to the jetpackers as far as I am concerned, and If you're in combat now you can't even do it properly...
Don't you dare tell me adrenaline is the answer, the nerf on that is abysmal aswell, you can leap twice and be completely out of energy or get adrenaline and leap 4 times then be completely out of energy. Now unless you're a PERFECT aimbotter you will never kill a jetpacker in 4 leaps, and it is literally impossible to do it in 2.
Enough complaining, bottom line Aliens have seen way more nerfs than Marines and many more than necessary so please at least let us have celerity in combat... That's the only reason to get it anyways.<!--QuoteEnd--></div><!--QuoteEEnd-->
irrelevant jetpack whine.
they're not 'nerfs' unless you're referring to an earlier build where they would have been nerfed for the sake of balance. it's certainly not hidden either, the mechanics are pretty clear on the wiki and anyone who actually paid attention while using celerity rather than "YAY THX COMANDAR 4 SPED BEWST!! I NED!" - although if it doesn't say on the in-game tooltip then it should be clarified at some point.
anyway... this is a nailed-on knee jerk suggestion, because it was only yesterday that the OP was informed that celerity didn't work in combat after he basically called me dumb for using adrenaline on onos :p
some of the evolutions could do with improvements... specifically camo and regeneration, because people just rarely use them as they're generally considered to be inferior. i think celerity and adrenaline are okay for the moment.
true, but in the case of fade and onos you can also move faster with adrenaline due to blink/charge... so you're not 'screwed' per se.
still, Celerity is not useless, and PLEASE stop comparing Marines and Aliens.... isn't it the real fun of NS2 that they are NOT the same? so let's keep it that way, and find other ways to balance them out (actually, they are already pretty balanced, it really only depends on the people in your team, or the enemy team, at least in public servers)
obviously it just returns you to the state you were if you hadn't upgrade anything, but it leaves a "cheated" feeling where you could just instead remove it entirely and it might make skulks or fades or lerks less trash. or it might not make a massive difference at all, it's just a really silly thing to have
Of course, I already said that once, but I felt it worth repeating.