Sticky Umbra

DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
edited May 2004 in NS General Discussion
<div class="IPBDescription">To increase operational effectiveness</div> Currently, Umbra blocks half the damage from projectile weaponry, and has a fairly short life and area of effect. I don't know how many times I've had to excessivly spam Umbra to keep an Onos covered as that Onos hitbox takes up nearly the entire area of Umbra, and can move out of its protection very quickly.

So a proposal. Make Umbra "stick" to a lifeform if fired directly on it. So if you shoot the Umbra projectile directly on say an Onos or Fade, it will stay with that lifeform as it moves, untill it dies out (the Umbra effect, not the lifeform). Keep the same stats of Umbra as is. If a Umbra projectile is fired just at the floor or wall, it behaves the same as the current model, providing a pocket of protection.

I have no idea if this would be hard to code or display, would a moving cloud of Umbra create to much graphical lag? Not sure.

In my opinion this would make the application of Umbra more tactical and less spammy.

C&C?

Edit: Scenario Z Trevelyan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Found a thread which chronicles this idea <a href='http://www.unknownworlds.com/forums/index.php?showtopic=53624&hl=sticky%20umbra&st=0' target='_blank'>here</a> - There was a fair amount of positive response. Theres been a few changes since (namely 3.0) and even though this is a repeat thread, I think this could be re-considered as a possible viable idea.

Edit2: I put this in Beta Discussion. Probably an I&S thread. Phase if deemed necessary please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    That would make up for some of its ineffectiveness.

    GJ Bentley
  • Beer_GogglesBeer_Goggles Join Date: 2004-04-21 Member: 28067Members, Constellation
    Christ guys, you act like umbra is primal scream. It was taken from 66% blocked bullets to 50%. Wow, that's a bloody huge different. Or not.

    Umbra is fine, I never have problems with it. Primal scream is another matter. Switch primal with slot 2 and make umbra back to its original 2/3 (66.66666>%) or up to it 3/4 (75%) bullets blocked. Even as a slot 2, primal isn't that great, anyway, it definetly needs to last longer.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    If I'm not mistaken, even if the onos's left buttcheek is inside of the umbra cloud, it counts as the entire onos as inside of the umbra cloud and he receives the 1/2 benifit. Can anyone verify this?


    Just try spraying the umbra cloud in a fashion so it can cover the most area at once per spray.
  • ToastOMatorToastOMator Join Date: 2003-01-05 Member: 11891Members
    I just think the area and duration shold increased fairly. Then it would be easy to use, and with the current 50% bock it wouldn't be overpowerd.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Beer Goggles+May 7 2004, 11:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 7 2004, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Christ guys, you act like umbra is primal scream. It was taken from 66% blocked bullets to 50%. Wow, that's a bloody huge different. Or not.

    Umbra is fine, I never have problems with it. Primal scream is another matter. Switch primal with slot 2 and make umbra back to its original 2/3 (66.66666>%) or up to it 3/4 (75%) bullets blocked. Even as a slot 2, primal isn't that great, anyway, it definetly needs to last longer. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree, the <b>design</b> of Umbra is fine. However, for a NS Classic Lerk to properly fullfill its roll as a support class, the Adrenaline upgrade is pretty much a requirement. Clerity is wonderfull for a Lerk, but that allows for 1-2 shots of Umbra/Spores/Primal Scream, then a cool down time thats longer than any of those effects last.

    I have absolutly no problem with the stats of Umbra, just its use.

    Yes Forlorn, if the Onos left buttock is in the Umbra AOE, its counts the whole creature. However in a fair number situations this is just not overly possible without alot of umbra spam.

    I'd just like to see the ablity get refined into a more precise support ablity. And give the Lerk the virsatility to perform its support role without having a set upgrade path.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    A long time ago i suggested spores work like irradiate from starcraft eg: the cloud would stick to a rine. It was taken up by some vets ages ago but was deemed unneeded.

    What i would like to see is the first alien in the cloud of umbra it would stick to.
    Eg: spray ahead of packs to cover the leader and anyone nearby, this would encourage ganging in packs aswell.

    The problem with your suggestion is umbra sticking to anything smaller than an onos would be bloody hard to achieve.

    The problem with my suggestion a blinking fade would be quite powerful with a personal umbra cloud.

    Although spraying for yourself would be quite helpful.

    Hell even if spores could stick to aliens so they had a poisonous aura would be good but would screw cloaked aliens.

    - RD
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Heh, spores screw cloakers as it is anyway, easier to make them out when in/against spores.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin-Beer Goggles+May 7 2004, 11:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 7 2004, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Christ guys, you act like umbra is primal scream. It was taken from 66% blocked bullets to 50%. Wow, that's a bloody huge different. Or not.

    Umbra is fine, I never have problems with it. Primal scream is another matter. Switch primal with slot 2 and make umbra back to its original 2/3 (66.66666>%) or up to it 3/4 (75%) bullets blocked. Even as a slot 2, primal isn't that great, anyway, it definetly needs to last longer. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->

    An onos in umbra used to have about 6000 hits. Now it has 4000. 2000 hits less is actually something to **** about, IMO.

    Now, think if the original umbra was back ... then that onos would have had 16000 hits. Ah... the good olde days...
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't so much like the idea of requiring Lerks to get a direct hit on an alien with the Umbra. It also seems cheesy that Lerks would be able to umbra an Onos before an attack without ever entering line of sight of the marines. Two ideas I've considered regarding Umbra:

    a.) Umbra should have its radius significantly increased. It's just not useful enough for Skulk and Fades the way it is, especially after the nerf.

    b.) Make Umbra last a short amount of time, maybe 1-2 seconds, after the alien leaves the cloud. It gives aliens a little more freedom and especially helps out faster aliens(Skulks/Fades) who previously didn't get much help from the stationary umbra effect.
  • Steel_BladeSteel_Blade Join Date: 2003-11-23 Member: 23432Members
    <!--QuoteBegin-Zek+May 8 2004, 08:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ May 8 2004, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't so much like the idea of requiring Lerks to get a direct hit on an alien with the Umbra. It also seems cheesy that Lerks would be able to umbra an Onos before an attack without ever entering line of sight of the marines. Two ideas I've considered regarding Umbra:

    a.) Umbra should have its radius significantly increased. It's just not useful enough for Skulk and Fades the way it is, especially after the nerf.

    b.) Make Umbra last a short amount of time, maybe 1-2 seconds, after the alien leaves the cloud. It gives aliens a little more freedom and especially helps out faster aliens(Skulks/Fades) who previously didn't get much help from the stationary umbra effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's an excellent idea.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Make it so it reduces damage if the MARINE is standing in the umbra as well.

    Eg fire umbra at a group of marines and their firepower is reduced by 50%. Fire it on an alien an the same happens. This makes more sence as its just supposed to block bullets, and would make it a possible to just spam umbra on marines rather than a fast moving fade. Or you could get BOTH in umbra and get 75%.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-d0omie+May 9 2004, 05:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (d0omie @ May 9 2004, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make it so it reduces damage if the MARINE is standing in the umbra as well.

    Eg fire umbra at a group of marines and their firepower is reduced by 50%. Fire it on an alien an the same happens. This makes more sence as its just supposed to block bullets, and would make it a possible to just spam umbra on marines rather than a fast moving fade. Or you could get BOTH in umbra and get 75%. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like that. And it does make sense.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Lol i never thought of just increasing the umbra spread that would probably be quite effective. While requiring less energy to cover a decent area it would help out alot more. Could be worth a shot?

    - RD
  • Beer_GogglesBeer_Goggles Join Date: 2004-04-21 Member: 28067Members, Constellation
    Let's not forget combat, shall we? Please, spare me the cries your hatred of combat, it isn't leaving. Anything you change in classic effects combat, and vice versa.

    Aliens win 60% of the combat matches, and making umbra better then it is would only increase that percentage.

    Please reread my first post. Umbra was <i>not</i> nerfed, it was just made less effective. If it was dropped from 66% down to 33%, then your argument would hold validity. At the moment, they do not. When something is 'nerfed,' people do not use it anymore because it is too weak to be of any use, and getting it would be a waste of resources.

    Umbra is fine, a lerk, sitting stationary and occasionally biting a marine to death can keep an umbra going 100% of the time, albeit with adrenaline. Face it, adrenaline is as essential to a lerk, combat or classic, as regeneration is to an onos, combat or classic.

    All your suggestions would be applicable if umbra was a third hive ability. But it is not. Compared to leap, bilebomb, and metabolize, umbra is perfectly balanced for a second hive ability, probably being the best of the bunch.

    But, an idea to think of, instead of umbra being a cloud that hits something and expands, it should be more of a stream. Think of a flamethrower. Reduce its radius, concentrate it more with less expansion, and decrease its adrenaline cost. The person using umbra would have to hold down the fire button for a continuous stream.

    This would allow pinpoint accuracy of umbra, and with a skilled operator, would let you cover a moving target (an onos, for example, but not a blinking fade) while flying or gliding.
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    edited May 2004
    <!--QuoteBegin-Beer Goggles+May 9 2004, 09:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 9 2004, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umbra is fine, a lerk, sitting stationary and occasionally biting a marine to death can keep an umbra going 100% of the time, albeit with adrenaline. Face it, adrenaline is as essential to a lerk, combat or classic, as regeneration is to an onos, combat or classic. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, a Lerk can keep umbra going 100% of the time but whether the creature who you are trying to protect is in that umbra is another question. Surely a creature such as the Lerk who is designed for support should be able to actually have his support weapon be effective?

    I feel so frustrated when I say I'll umbra an Onos about to attack an outpost which is usually quite open knowing some of the hives and double res's in maps but the Onos naturally keeps moving about to attack PGing marines or different parts of the outpost so I have to keep umbraing all over the place to follow the Onos. Then, as said Onos realises he's running a bit low on health and makes a retreat and even with Adrenaline I usually don't have enough energy to cover him competely so sometimes if the Onos hasn't judged it right he keels over and dies :\.

    I'm all for sticky umbra, it'd make my life as a Lerk so much easier.
  • Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
    When I played NS in the early days, I always thought that if you umbraed an area between you and the marines, it would still stop the bullets. But it doesn't and I died, VERY often. Still do. IF a lerk is in a bad spot with a marine or two and hits the flight idea, then he has to umbra his entire escape route to avoid being turned into swiss cheese, even if the bullets are moving through the umbra cloud. I think it should be changed to where ever it is, on marines, aliens or between the two it would do the samething. It would allow for a bigger buffer of use and still be balanced because either way, marines would still be shooting through the cloud regardless. It would just make the skill slightly more newbie friendly than it is currently.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Beer Goggles+May 9 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 9 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umbra was <i>not</i> nerfed, it was just made less effective. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you do realise that nerfing means making things less effective right?
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    I prefer the old umbra's style of releasing the gas cloud around the lerk. Add in a bigger AOE with a dash of more time, and the lerk can fly in, umbra in the middle, then fly away and let the heavies do their work. Or he can be more supportive by sitting behind an onos and umbraing. I feel that currently, its too hard to fire those clouds effectivly because you have to predict where the onos goes, But as long as your by his side, you and him get the full effect of umbra.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    In 1.04, you used GLs to keep the lerks from coming in and umbraing the attackers. You had to - a lerk inside an umbra cloud was pretty much invicible to normal weapons with the 7/8 shots blocked.
  • Beer_GogglesBeer_Goggles Join Date: 2004-04-21 Member: 28067Members, Constellation
    <!--QuoteBegin-Trevelyan+May 11 2004, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ May 11 2004, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Beer Goggles+May 9 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 9 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umbra was <i>not</i> nerfed, it was just made less effective. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    you do realise that nerfing means making things less effective right?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I always thought of a 'nerf' as something that was made completely unusable. A nerf, in my view, would be making umbra a hive 3 ability and making it block 15% of the bullets. But oh well, words mean different things to different people.

    Blocking any bullets that goes through an umbra cloud makes a lot of sense, actually. That would solve the problem of running aliens; just get the marines. However, at that point, it might be too strong, but you won't know until it's tried.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    <!--QuoteBegin-Beer Goggles+May 13 2004, 12:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 13 2004, 12:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Trevelyan+May 11 2004, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ May 11 2004, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Beer Goggles+May 9 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ May 9 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umbra was <i>not</i> nerfed, it was just made less effective. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    you do realise that nerfing means making things less effective right?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I always thought of a 'nerf' as something that was made completely unusable. A nerf, in my view, would be making umbra a hive 3 ability and making it block 15% of the bullets. But oh well, words mean different things to different people.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You are wrong, as nerfing=weakening certain ability/aspect. The meaning of this particular word is crystal clear. Nerfing something to hell (or something among these lines) is indeed about making it useless, but no one went that far here.

    Back on topic, umbra as it was with 66% was fine - many people in pubs were acutally motivated enough to use it in team assaults as it was visibly effective. Now I find myself among those rare few that actually use it anymore - many people say "why bother" nowadays. And partially I have to agree - umbra has become nerfed too badly now for it to be popular among people that aren't veterans and can both aim and predict the course of combat with high rate of success. Main problem is, this nerf has made lerk highly unattractive in it's support role - current low effect time and low effect area were bad enough with 2/3 ratio.
    Aliens will still win on pubs, with or without umbra. But on those games were good and not so good players play together, this last umbra nerf will deteriorate the level of teamplay greatly, which is why I would say it's counter-productive.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-matso42+May 12 2004, 04:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 12 2004, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In 1.04, you used GLs to keep the lerks from coming in and umbraing the attackers. You had to - a lerk inside an umbra cloud was pretty much invicible to normal weapons with the 7/8 shots blocked. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it was 75% of the shots in 1.04, so 3/4 or 6/8

    good guess though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    I remember umbra being 5/6 bullets blocked at some point...1.03 or 1.04 maybe.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Umbra is fine. The 50% bullet block was needed. It doesn't need to stick to a target, it just needs to be used in a manner so that your target can utilize it. Just another ability that one has to aim with.
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