Silence seems better than Camo, would this adjustment make Camo more viable?
nickmoNW
Join Date: 2013-03-07 Member: 183777Members
I won't pretend that the full invis while moving Camo in previous versions didn't have issues, namely in that it 'countered' the marine commander by requiring them to focus on pinging and obs to deal with it, and demanded little of marines except to not stray too much, given that there is not much one can do to protect themselves from the first attack from a Camo'd alien. I think a change was warranted, and I do like aspects of the current version. However, it seems to me—and to generalize from forum anecdotes—to most of the community, that (Shift and Crag upgrades aside) silence is simply better than Camo in its current form. For skulks, it makes gameplay about camping when you hear marines, and hoping that they come close to you (since moving with camo is for the most part a dead giveaway). For other lifeforms, its pretty much inferior to silence in all cases with the exception of Gorges.
I think that if Camo were viable *in* combat, and not just out of it, that it would compete with silence. The proposal is straightforward: Camo works exactly as is with the caveat that there is no longer a combat restriction, nor cooldown. What this means is that if you were to bite a marine, run, and then stop, you would be invisible. A Fade that swipes and blinks, so long as they stop at that point, invisible. There would still be the minor fade time that currently exists. The Camo gradiant would remain in play, so if you moved slowly, as a lerk does on ground, you would be partially cloaked, though this would be more aesthetic than practical. Being hit by an attack should also not take off camo, however there should be blood effects along with any other on-hit effects, though they would otherwise stay invisible. Attacking would break Camo for the duration of the attack.
I personally find Silence to be a very powerful upgrade, and Camo to be nonviable given how useful Silence is. I believe that an adjustment like this would allow for alternative gameplay styles that in many situations would be equally or more powerful than Silence, and conversely, less powerful in others. The point being: it would be more of a debate as to which one would serve you better at any given time.
TL;DR: Remove the combat restrictions on Camo. Whenever you slow down, in combat or not, the gradient would come into play. Stopping movement would Cloak you until invisible at the rate it currently does outside of combat. Being fired upon / damaged in general would not de-cloak you, however, on-hit effects would be displayed/heard. Attacking would decloak you for the duration of the attack. This encourages hit and run gameplay, focusing on quickly moving outside the marine field of vision while in combat, and shifts the focus away from camping a room.
Opinions/Thoughts?
Also, I would prefer if this thread remained a critique upon this idea and its gameplay implications, and didn't stray into a thread about Shade being a useless hive, or a Camo suggestion thread.
Thank you for reading.
I think that if Camo were viable *in* combat, and not just out of it, that it would compete with silence. The proposal is straightforward: Camo works exactly as is with the caveat that there is no longer a combat restriction, nor cooldown. What this means is that if you were to bite a marine, run, and then stop, you would be invisible. A Fade that swipes and blinks, so long as they stop at that point, invisible. There would still be the minor fade time that currently exists. The Camo gradiant would remain in play, so if you moved slowly, as a lerk does on ground, you would be partially cloaked, though this would be more aesthetic than practical. Being hit by an attack should also not take off camo, however there should be blood effects along with any other on-hit effects, though they would otherwise stay invisible. Attacking would break Camo for the duration of the attack.
I personally find Silence to be a very powerful upgrade, and Camo to be nonviable given how useful Silence is. I believe that an adjustment like this would allow for alternative gameplay styles that in many situations would be equally or more powerful than Silence, and conversely, less powerful in others. The point being: it would be more of a debate as to which one would serve you better at any given time.
TL;DR: Remove the combat restrictions on Camo. Whenever you slow down, in combat or not, the gradient would come into play. Stopping movement would Cloak you until invisible at the rate it currently does outside of combat. Being fired upon / damaged in general would not de-cloak you, however, on-hit effects would be displayed/heard. Attacking would decloak you for the duration of the attack. This encourages hit and run gameplay, focusing on quickly moving outside the marine field of vision while in combat, and shifts the focus away from camping a room.
Opinions/Thoughts?
Also, I would prefer if this thread remained a critique upon this idea and its gameplay implications, and didn't stray into a thread about Shade being a useless hive, or a Camo suggestion thread.
Thank you for reading.
Comments
Stand still: invisible.
Full speed running: flicker.
On taking damage or upon attack: visible.
A change like this would actually encourage me to use camo more often. Also, I miss flying lerks under camo.