Frenzy
Floodinator
[HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
<div class="IPBDescription">The Balance killer?</div>Like we all now Aliens are killable know, especially Fades and Gorges, and even the best Skulk dies after 10 shots. The reason, beside the nerfs, is that Frenzy is bugged and does not work. But that shows know how powerfull Frenzy is. A Skulk could easy get back to almost full health with it and a Fade killing 2 rines often gets around 200hp back.
Full health as skulk for 10Tres research and 2 Pres that is really cheap and even the Fade loves to upgrade it almost for free. And I also always upgrade it.
My opinion is that Frenzy was the bigger balance killer in the other builds than most of the nerfed things. It should be a Tier 3 tech or maybe changed. Like a cooldown or whatever.
I hope you can follow my thinkings. Pls don't rage me down "duck".
Full health as skulk for 10Tres research and 2 Pres that is really cheap and even the Fade loves to upgrade it almost for free. And I also always upgrade it.
My opinion is that Frenzy was the bigger balance killer in the other builds than most of the nerfed things. It should be a Tier 3 tech or maybe changed. Like a cooldown or whatever.
I hope you can follow my thinkings. Pls don't rage me down "duck".
Comments
Also, it does not work in this build for some reason.
And it doesnt get weaker in late game, when the fades can get it, for skulks vs shotguns it's another story.
Frenzy is a very cheap upgrade, compared to its effectiveness.
But still I would like to see this upgrade as a strategy in the early game, but it should be a bit more expensive.
I think the upgrade cost should be tweaked(15/20?).
Yeah, but it has to be changed and the Fade shouldn't get it anymore!
I definitely agree it was a really powerful upgrade especially for the res cost. Moving it to a 2nd hive would make a lot of sense.
The 2nd hive has traditionally been too big of a deal in NS. There's just so much stuff crammed into it that getting it up as soon as possible is a do or die thing in many cases, even more so with NS2 and fades. Adding even more stuff there isn't most likely going to do any good.
You listed health regeneration as one of the acceptable ones, this is essentially health regeneration. Because if you win the battle, you regenerate health. If you lose the battle it doesn't matter, generally what happens with health regeneration anyway.
<a href="http://en.wikipedia.org/wiki/Intrinsic_and_extrinsic_properties_(philosophy)" target="_blank">http://en.wikipedia.org/wiki/Intrinsic_and...es_(philosophy)</a>
Also the first one is only changing a number (supposing that regeneration is implemented), the second one needs additional programming (if event then).
It seems to me that the distinction is relevant, but preferring one type of upgrade, the other or both is arbitrary, it's just a matter of taste.
I sort of like constant regen for the upgrade. But then again, it would no longer be frenzy.
This idea is cool.
Alternatively, the amount of health regained could be based on the amount damage done. Thus, having both upgrades would result in Kharaa unit with swarm and frenzy would have a better/higher health regain.
Also, it might work into the tactics of any l33t marine sqaud, i.e; send the sick one on ahead.
SHH!
And what about Fade/Onos? Kill em before they kill you? ;-)
Just a question: Does Frenzy stack up with Swarm? Never took a look at it and in this build we can't test it.