[feedback] Celerity Question

kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
<div class="IPBDescription">Slow to some lifeforms.</div> I was so happy when they release Beta 5. I downloaded it and installed it straight away and started playing. Something weird I've notice, celerity is not as effective as it used to be. Example:

1) Lerk
The beta 4 lerk with cele totally rocks. It takes skills to shoot it down. However now even with cele on, it's slow like a rock. What the hell is happening?!!?

2) Onos
The beta 4 onos move much faster than the current beta 5 onos with cele. Why is this?

Comments

  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    hrm, could be the new weight code affecting areas it shouldnt
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    I think so too... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    After making JPs so responsive, lerk now sucks. I used to love to lerk with cele due to the speed. Now it's like a ready-to-cook-chicken. It's slow as a rock... Therefore, the bite on the lerk is useless already. Must as well put spikes back in.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Well...i don't regret the lerk thingy...maybe more people will use it now as a support class and not as flying skulk with 1-2 weapons.

    There are enough other jp counters.
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    JP counters? I see very lil JP counters except the lerk. Onos stomp doesn't affect JP'er anymore, my friend. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Lerks with celerity are the only true thing that can catch up with a JP'er nicely. Fades just plain drop on the ground after blink flying. I say bring back the old celerity.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Stomp was never meant to be a jp counter.
    But i'm talking about webs, anything that softens armor in combine with a focus-hit.
    Other aliens can focus-hit the jper if noone webs, the lerk has to umbra the hive maybe his mates and give spore support.

    I can understand that you have fun by chasing jp with a lerk, maybe you have just tu adapt to a more difficult situation without that much speed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    Unfortunately, not everything revolves around CO mode where you can get every upgrade you want without impacting the team...

    Focus, web? excuse me but most of the time the 3rd hive is never achieved wihtout it being GG in any case, and the fact that sensory is never chosen as the first 2 chambers if the aliens want to have any hope in winning since defense (particularly regen) is so crucial to the Fades and Onos, which do most of the work and movement chambers provide a good method to reinforce a hive when it's needed at the 2 hive stage.

    With that in mind, how ARE jetpacks supposed to be countered with a good degree of reliability? Spore or spit them to death?
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    Exactly!!! Lerks with cele are feared my JP'ers. Now that JPs are move responsive and lerks can't fly as fast as they used to, marines are going JPs more often. Not only in classic games but in CO. HA is plain useless.

    Bear in mind, I only go lerk in CO. In classic, I either gorge or go fade which is more reliable. Also, webs are 3rd hive ability. Very difficult to get that in classic when JP rush keep getting your hives down.
  • B1llyB1lly Join Date: 2004-02-18 Member: 26653Members
    well, erm... perhaps with b5 aliens really need the same teamplay as marines?

    If aliens allow marines to get all the tech up to jp, they need a better approach to ns_ maps <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    a lerk and a fade are enough for a group of 2-3 jp <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    And if the jp are 4-5... where are the other aliens? playing poker at ayumi bar?
  • arelearele Join Date: 2004-07-07 Member: 29783Members
    Aliens need much more teamplay then marines. Pretty much if you have a great com you can have 7 retards together and they'll still pull in good results. It's not that hard to point, click and shoot at things.
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    For aliens if you have 3~4 jps in the hive area, you're in deep trouble. First is either your team is almost all dead. Second is the pack of jp'er is accompanied by foot gl'ers. Lerks are the only prime fear for jp'ers. Also fades aren't supposed to take down jp'ers anyway, it just that pro players do that cuz they've got more skill. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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