IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
All that's required for shade to be viable is for the commander to actually use those drifters properly, meaning on time and just before engaging the enemy.
I hate when your comm goes shift hive in pubs then neither enzymes or echoes forward crags or anything. You really may as well go shade or crag then because they are much more useful upgrades in pubs
I hate when your comm goes shift hive in pubs then neither enzymes or echoes forward crags or anything. You really may as well go shade or crag then because they are much more useful upgrades in pubs
As a field player I wouldn't want to miss out celerity. (I don't use adrenaline, but there are players who can't play without.)
As a commander I use shift first and like shade second (esp with balance mod and whole mucus membrane).
The reasons behind this is that one I can echo out to the field structures without losing too many drifter or harvesters early game (maturity rates/less need for gorges), and secondly I've watch too many higher life forms die without cele/andren (poor walker fades).
Main problem is that games often end before anyone even properly plays with shade abilities and thus hardly anyone knows how to play with them. Going shade first then handicaps the team badly. However in my opinion, going shade first gives aliens massive advantage at the beginning of the game, because you can ambush marines pretty much all the time, constantly. And since they don't have much upgrades, they go down like munchmallows. Shade at the end of the game makes much less sense once marines have bunch of Obs all over the map, bunch of resources to scan rooms, jetpacks that are a lot harder to ambush etc. I love cloaking/silence ability, it's just awesome. No need to crawl around, you just speed towards the enemy from behind, if not a direct kill, retreat nearby, cloak and repeat. It's just cool being a ninja.
Also, cloak/silence sucks on extended servers with 40+ players, because you just can't ambush anyone because they always come in big groups, which makes stealth stuff meaningless.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
I love aura on lerk. It makes it so much easier to actually get a pick in a large fight with a lot of stuff going on in one room when you have lots of targes to choose from and not a lot of time to safely do it.
Hallucinations are brutal as long as the comm uses them at all. The ability cost of using the drifter a lot in any stage of the game doesn't really vary that much hive to hive, and if anything I think using mucous early ends up being the most expensive given how much you need to apply it to keep it effective.
When I play combat, I always pick the shade upgrades followed by celerity. Aura is almost like a cheat code, and combined with phantom, allows me to rack up k/d ratios. In Vanilla games though, I prefer shift upgrades first since it makes me faster in combat and allows faster map response.
I only use adrenaline on gorge. And that's late game when I'm bile bombing marines with armor 2/3 to support fades and oni. Early game gorge and every other lifeform, choose celerity.
As @meatmachine said, energy management is key. Celerity all the way.
Comments
Watch saunamen vs imagine (iirc?) that was played last weekend, fourth round saunamen goes shade...
Sadly very rekt.
Cele + Aura fading so gud.
Indeed! But before 2nd hive ups arrive, I luuurve phantom fade.
>thp thp thp<
*marine turns around, his friend is dead with no possible cause in sight*
>thp<
As a field player I wouldn't want to miss out celerity. (I don't use adrenaline, but there are players who can't play without.)
The reasons behind this is that one I can echo out to the field structures without losing too many drifter or harvesters early game (maturity rates/less need for gorges), and secondly I've watch too many higher life forms die without cele/andren (poor walker fades).
Also, cloak/silence sucks on extended servers with 40+ players, because you just can't ambush anyone because they always come in big groups, which makes stealth stuff meaningless.
Hallucinations are brutal as long as the comm uses them at all. The ability cost of using the drifter a lot in any stage of the game doesn't really vary that much hive to hive, and if anything I think using mucous early ends up being the most expensive given how much you need to apply it to keep it effective.
I was just wondering, for how long does celery go down after being shot?
Not at all. You are thinking pre250.
Not faster than celery. Obviously.
Escapes better? You mean slower?
There is a skill to not running out of energy with celerity fade. Learn it.
As @meatmachine said, energy management is key. Celerity all the way.