Improving Drifter Abilities / Mechanic
MistenTH
Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
As a heavy drifter user, I find them not so effective to use for a few reasons. (A) Ability durations too short (B) Area of Effect too small (C) Mucous Membrane, possibly storm, have too weak an effect. If drifter abilities are improved, this gives the khamm a significant semi-direct role to play on par with medpack drops.
My suggestion:
(A) Increase drifter ability area of effect (shade cloak radius) and duration (up to 10 seconds)
(B) Drifter is rooted in place while ability is cast - gives marine a way to cancel the ability - high risk high reward, but marines can do something about it.
(C) Aliens that leave the area of effect still benefit from it for 2-3 seconds; it wears off after that unless you re-enter the AOE field.
(D) Increase all ability costs to 2 to reflect the improvement
(E) Increase mucous membrane effectiveness by ~4 times, it's really weak now.
(F) Let drifters benefit from Biomass (+HP), Crag (regen), Shift (movement speed, ability CD), Shade (70% cloak, mini-aura visible to whole team)
(G) Opens up a possible techtree for Khamm - drifter upgrades.
Thoughts?
My suggestion:
(A) Increase drifter ability area of effect (shade cloak radius) and duration (up to 10 seconds)
(B) Drifter is rooted in place while ability is cast - gives marine a way to cancel the ability - high risk high reward, but marines can do something about it.
(C) Aliens that leave the area of effect still benefit from it for 2-3 seconds; it wears off after that unless you re-enter the AOE field.
(D) Increase all ability costs to 2 to reflect the improvement
(E) Increase mucous membrane effectiveness by ~4 times, it's really weak now.
(F) Let drifters benefit from Biomass (+HP), Crag (regen), Shift (movement speed, ability CD), Shade (70% cloak, mini-aura visible to whole team)
(G) Opens up a possible techtree for Khamm - drifter upgrades.
Thoughts?
Comments