Suggestion: Make Ink cloud mask health bars
twiliteblue
bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
(Oops this is suppose to be in the Ideas forum)
I propose a simple experimental change:
While remaining inside an Ink cloud from a Shade, alien players do not display their health bars to marines.
Hopefully this will promote more early Shade Hive and create interesting counter-plays.
I propose a simple experimental change:
While remaining inside an Ink cloud from a Shade, alien players do not display their health bars to marines.
Hopefully this will promote more early Shade Hive and create interesting counter-plays.
Comments
"Feature is for feedback purposes only to give you a better feel for the game. It is not a gameplay mechanic"
*Introduces a gameplay mechanic to counter a feedback mechanic*
And make the marine hear alien taunt, movement and bite sounds moving around them to create additional confusion
Love the idea of the second sentence.
Instructions unclear, deleted Yojimbo's account.
For starters the commander would have to drop forward shades, then they'd have to actually use ink, and on top of that the aliens would have to remain near the shade to get the effect...
Maybe useful for end game hive rushes, but it could promote bad game habits (gotta stay near shades) and discourage res biting (let someone else bite res, I'm staying on def where I'm covered)
Not to mention it's hard enough to get commanders to drop forward shifts for energy.. The likelihood of them spending res dropping shades and inking just to block hp bars is ridiculously low.
I'm not saying it's useless. But it doesn't compare to shift, which gives you Celerity AND silence, arguably the two most powerful upgrades, and crag gives you carapace and regen, which you need to make your late game Onos less squishy. On the shade side there's focus, which is a pretty powerful buff to fades, but those aren't as crucial in pub right now as they used to be, and they are only a small part of the team, anyway. There's aura, which is hugely useful to low to mid skilled players, but diminishes with skill, especially if you've got ears and silence. And there's vampirism, which does nothing regen doesn't do better with less risk.
I used to really like shade for phantom + aura, but right now, shift is the way to go.
I don't think buffing ink of all things will fix this. How often do you really see ink? Especially if you could have echo or healwave instead...
I'm currently trying to write a mod that "shifts" the speed adjustments from celerity to biomass and make celerity about other movement variables like acceleration and/or air control, so that celerity will allow you to do more erratic movement in combat. This will make the other hive types more intersting to use, because you don't lack the necessary speed to compete with strong marines.
Read more here: http://www.ensl.org/topics/1707?page=2
It was changed because the combination of silence and celerity was considered too strong. Also, I prefer celerity to silence no matter the level of spurs.
combining aura with silence is far more cancerous
shift is meant to be related to energy and speed but out of nowhere there is silence, it's okay it just makes shift hive EVEN MORE the first hive staple because having ENZYME, CELERITY, SILENCE, ECHO are too useful early game compared to everything else.
Then as 2nd hive you only go shade if you are threatened by arcs basically otherwise 100% go crag. that's called linear autopilot and this is what you can see in bad strategy games.
Same is true for alien lifeforms coming in the same linear order, same for marine weapons coming in also a linear order.
This is getting offtopic but seriously NS2 with months of updates still remains a extremely linear game! not that much strategy to speak of when 2 teams of equal skill are facing.
You realize that aliens will stand 0 chance without enough speed at hive 1 vs jetpackers, right? Celerity is mandatory right now to deal with jetpackers.
Shift is about "speed and energy", because it has celerity and adrenaline. NS1 used to have silence on the movement chamber as well. If you want an explanation as to what sound has to do with movement: the movement of your emitted sound waves is stopped, making your silent. There you go, you're welcome
Play nice boys
In fact if you forced shift first game quality would rise cause you don't have to deal with when you get fucked into shade first
So don't expect any interaction with it by core mechanics.
Words...
And well yeah Lerk is now a flying billboard...
Nothing will be done with feedback that we know now but gonna leave it here anyway..
Electrified floor upgrade for Marine Comm to make unconnected cysts die again?
Although inking can be quite hilarious already. its under appreciated by many khams.
Honestly, I'd play the mod
We condone its imperfections, hug it and love it equally as much as other mechanics.
JK, WE KILL IT! WITH FIRE!