Fade abilities
DC_Darkling
Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
Hey all,
I did a search so I hope it hasn't been said before. Did not see it at least.
We all know fade abilities, minus shadowstep, blow and are not worth the res investment in the upgrade. This makes the fade upgrade a pure 'do we want shadowstep' upgrade.
Stab and vortex are pretty much only useful when combined and few use it in live combat.
So I propose some changes / other abilities in the very small vague hope it will some day make it in live.
Any value discussed in this and future posts would be subject to tweakings.
* swipe.
- leave as is.
* blink.
- leave as is.
* shadowstep.
- leave as is.
* stab
- Lower damage and tie the damage only to health. (like spores.) Then make the fade absorb the damage the attack did. So for example, a 70dmg stab is a 70hp healed fade.
- If it heals just hp or armour depends on balance.
- useless vs exo, so just keep using swipe for that. (exo has no health)
- It makes a fade later ingame a bit more stronger with less heals needed.
- should stack with other heals, not replace them.
* Vortex
- redesign so the vortex spawned absorbs bullets and grenades in x range. (effectively removing them)
- possible damage armour in y range.
- Very late game & high biomass helping with game ending rather then balance switching.
- One per fade or perhaps even one per area.
Go discuss please
I did a search so I hope it hasn't been said before. Did not see it at least.
We all know fade abilities, minus shadowstep, blow and are not worth the res investment in the upgrade. This makes the fade upgrade a pure 'do we want shadowstep' upgrade.
Stab and vortex are pretty much only useful when combined and few use it in live combat.
So I propose some changes / other abilities in the very small vague hope it will some day make it in live.
Any value discussed in this and future posts would be subject to tweakings.
* swipe.
- leave as is.
* blink.
- leave as is.
* shadowstep.
- leave as is.
* stab
- Lower damage and tie the damage only to health. (like spores.) Then make the fade absorb the damage the attack did. So for example, a 70dmg stab is a 70hp healed fade.
- If it heals just hp or armour depends on balance.
- useless vs exo, so just keep using swipe for that. (exo has no health)
- It makes a fade later ingame a bit more stronger with less heals needed.
- should stack with other heals, not replace them.
* Vortex
- redesign so the vortex spawned absorbs bullets and grenades in x range. (effectively removing them)
- possible damage armour in y range.
- Very late game & high biomass helping with game ending rather then balance switching.
- One per fade or perhaps even one per area.
Go discuss please
Comments
Stab just needs total overhaul/replacement.
Anyways, I doubt UWE devs will make new abilities at this point.
Well the suggested vortex is supposed to be near OP and on a very very high biomass.
Rather than making a suggestion of new (or new-old) abilities, instead just focus on what can be done to fix what we have.
That life-steal for fade might just work... would have to play around with the damage to health ratio for balance. Another thought, what if instead of damage becoming health, the damage became energy?
Mechanic wise this would have to be toyed with, I just like the idea of flashing an Onos into an enemy base. OR a poorly coordinated skulk ruining a fades escape plan. I think you would have to make a slight animation change with a color shift on the vortex when it is active, so that players know when it is a live tunnel. I would also suggest a constant energy tax of 25% until the tunnel is established. So a Fade running around with only one end placed is nerfed a little (since they get a quick get out of jail free card).