Feint death.....

245

Comments

  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1975342:date=Sep 10 2012, 05:22 PM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Sep 10 2012, 05:22 PM) <a href="index.php?act=findpost&pid=1975342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->WHY would they use it if it was nerfed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not suggesting to nerf it, if you consider that i suggest fixing it so it actually works as intended by tricking marines since currently it does not with audible footsteps and no +5 or kill feed notification.

    So you'd be making it less abuse-able by fades and more of an even buff across the board for all life forms..

    And yes we can still have focus. (Crag hive here we come)
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1975358:date=Sep 10 2012, 08:52 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Sep 10 2012, 08:52 PM) <a href="index.php?act=findpost&pid=1975358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand the point of removing energy when the sole purpose of Feign Death is to retreat (it definitely ain't encouraging users to attack again with that low health).

    How are you going to retreat with no energy?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The point is that it is too easy to escape with blink/shadowstep/leap when you come out of feign with full energy. This is an even bigger problem as player count scales up because it is almost impossible to hit a fade coming out of feign before he escapes in a large battle.
  • FlipperFlipper Join Date: 2012-08-08 Member: 155120Members
    Remove the invulnerability and make the "cloak" time shorter.

    Why is the lifeform invulnerable anyway?
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Please no Focus leading to one shot kills. Insta gib is a very popular game mode right ... ? one in the chamber? hello? where did you go? echo... echo... echo...
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1975379:date=Sep 10 2012, 06:19 PM:name=Flipper)--><div class='quotetop'>QUOTE (Flipper @ Sep 10 2012, 06:19 PM) <a href="index.php?act=findpost&pid=1975379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remove the invulnerability and make the "cloak" time shorter.

    Why is the lifeform invulnerable anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Else marines just end up learning to keep firing in that spot for every...single..lifeform..
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    I feel the opisite of this, I feel feign death need to be improved as most times i kill an alien using it I will kill it as soon as he is uncloaded and when am using it i am killed as soon as am visable again. I think it need to be a bit longer and have a faster walk speed when still cloaked
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    I agree with a lot of what has already been said in this thread. In addition:
    <ul><li>Because of the points notification, feign is useful against newbies (who might not notice/expect feign) and almost useless against vets (who look for the points and where possible will camp the area until the lifeform appears again).</li><li>Feign is also hugely effective for suicide gorge bile bombing.</li></ul>
    A lot of what has been said here is part of a larger problem which I posted about a few weeks back:
    <!--quoteo(post=1962992:date=Aug 15 2012, 07:06 AM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Aug 15 2012, 07:06 AM) <a href="index.php?act=findpost&pid=1962992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best way to address the long term problems in balancing the three hive types and their upgrades is to go back and define/redefine their roles, a top down approach. I would start by defining some broad gameplay strategies, then list ways which lifeforms can be enhanced to carry out those strategies and finally, matching those enhancements to upgrades & hive types. So, for example, three general strategies are assault, raid and ambush. Assault can be enhanced by making lifeforms more survivable. Raiding can be enhanced by making lifeforms more mobile. Ambushing can be enhanced by concealment. Translating that to exisiting abilities, carapace is good for assault; regen & celerity is good for raiding, cloaking and silence is good for ambushing. What stands out at this point is that hypermutation, adrenaline and feint don't really have a place in that paradigm. To round out the assault strategy we'd need to add a second upgrade. I'd suggest something like a damage boost combined with an attack speed penalty, like focus.

    If there really is a need/want to keep feign and hypermutation they should be decoupled from hive types. They could be added to structures (new or exisiting). Eg: Feign has a probability of working if you're near, say, a shade. Hypermutation works if you're near a shift, though maybe it just makes you evolve faster.

    The major outstanding challenge, so far as I can see, is how do lifeforms progress in a way that helps them keep pace with the marine upgrades. Currently that's done with carapace and adrenaline. Adrenaline doesn't really benefit lifeforms until their abilities are unlocked (leap, blink), so that's yet another reason carapace comes out first. Unfortunately that means aliens get to the equivalent of armour 3 in one quantum step, and often in the early game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So as I said, I would love to see focus return but I'm not sure it belongs on the shade hive. I have mixed feelings about the one upgrade for each hive-type system. It has brought a lot of balance to the game but it doesn't allow strategic specialisation. I'm also also not confident of high level redesigns since we're so close to release.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    I think Gorge should be the only one who can have this ability... That's if it's going to stay.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    edited September 2012
    Then what would the point in reseaching it if only the gorge can use it? gorges shouldn't really be in the battle anyway and should be just behind the frontline healing and building derences or following orders from the commander to help build up some structures or building up a hive's defence.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    I dont have a problem with it.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    <!--quoteo(post=1975429:date=Sep 11 2012, 10:28 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Sep 11 2012, 10:28 AM) <a href="index.php?act=findpost&pid=1975429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then what would the point in reseaching it if only the gorge can use it? gorges shouldn't really be in the battle anyway and should be just behind the frontline healing and building derences or following orders from the commander to help build up some structures or building up a hive's defence.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Same point at researching lerk spikes or fade blink or any alien individual skill, maybe it should be not a skill to upgrade but once the comm has researched it a permanent skill (like spikes, etc) for all gorges. Gorges should help out in battle as much as possible I think, it's only 10 res which can be the difference of a win or a lose when you're with a bunch of skulks in a rush healing like mad. I'd never go it alone that's for sure.
    The faint for the Gorge might help when he's trying to heal structures and an exo suit is plastering the base, the Gorge gets cut down in a milisecond :| Anyway my thoughts :)
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    This is such BS.
    You're a bunch of camping marine ###### sissys!
    Feign death has just been implemented and you're all carrying on because you don't have the intelligence or the nerve to adapt (to it).
    FOAD
    Keep feign death and don't listen to winjing trolls that just want to see another mutation of BF/MW/CS etc!
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    You must be new here, Measles. Marines will cry about anything they can't point, click, and shoot at and expect it to fall over.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    <!--quoteo(post=1975458:date=Sep 11 2012, 11:24 AM:name=measles)--><div class='quotetop'>QUOTE (measles @ Sep 11 2012, 11:24 AM) <a href="index.php?act=findpost&pid=1975458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is such BS.
    You're a bunch of camping marine ###### sissys!
    Feign death has just been implemented and you're all carrying on because you don't have the intelligence or the nerve to adapt (to it).
    FOAD
    Keep feign death and don't listen to winjing trolls that just want to see another mutation of BF/MW/CS etc!<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://i1.kym-cdn.com/photos/images/newsfeed/000/353/279/e31.jpg" border="0" class="linked-image" />

    Discussion, that's all it is, chill bill. :)
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    edited September 2012
    <!--quoteo(post=1975468:date=Sep 11 2012, 01:35 PM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ Sep 11 2012, 01:35 PM) <a href="index.php?act=findpost&pid=1975468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i1.kym-cdn.com/photos/images/newsfeed/000/353/279/e31.jpg" border="0" class="linked-image" />

    Discussion, that's all it is, chill bill. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="http://coloseum.files.wordpress.com/2010/09/cyanide.png" border="0" class="linked-image" />

    I'm a Happy Panda
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited September 2012
    <!--quoteo(post=1975277:date=Sep 11 2012, 12:19 AM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Sep 11 2012, 12:19 AM) <a href="index.php?act=findpost&pid=1975277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the concept, it's just not working too well in practice. Just make it so that:

    A: Doesn't show on marine minimap or score whether the alien is dead or feigning.
    B: All alien corpses stay for 12 seconds before disintegrating.
    C: Feigning aliens are invulnerable for 12 seconds or until they click Mouse 1.
    D: No invisible movement sillyness, the dead alien IS the alien.

    I feel that would work splendidly. A marine could get paranoid by checking the corpse behind him for signs of movement, if he wanted to be sure he would have to waste that 12 seconds, if not he takes the risk. Alien would have a chance to either pounce back immediately or choose the opportune moment, until the 12 seconds are done.

    You could balance it back and forth by adjusting the health you're given after feigning. Aka do feigned skulks die from 1 shot or 5.

    Another thing that needs a fix with shade hive is camoflage. For the love of steve, camouflaged aliens that move need to be ENTIRELY invisible, partially invisible just doesn't cut it, at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a good idea, but I think every ability should be counter-able. I'm with you at all of your points, but the first part of C isn't that good.

    Instead of forcing the marine to wait for 12 seconds (if he wants to get sure the alien is dead) the ability should force him to waste ammo.
    This is easily achieved by<ul><li><b>giving the alien corpse a fix health.</b> (So you need half a LMG magazine.)</li><li><b>If you kill the corpse, you kill the alien.</b></li><li><b>Let feign death kick in at 30% or 40% of max health</b> instead of 10%.</li></ul>
    This will make this upgrade situational and not another kind of carapace.

    But <u>most important is the other part of your point C</u>. The alien needs to be able to decide when to come back to life. Than this upgrade becomes really situational. It shouldn't have the role of a life saver. That is generally bad and redemption was hated exactly because of this. It should be an upgrade you take, because you will actively try to ambush marines in another way and not something that extends your life like carapace.

    Also if the marine happens to shoot at your corpse, you can try to escape by standing up again. I think this could be a cool meta mechanic like: "Does he know I'm feigning? OMG he shoots at me! Oh wait, he stopped. hehehe yeah run past me... run past me... >)"

    Disclaimer to ironhorse: No, the marines would not end up shooting every corpse to get sure. The aliens need to upgrade shade hive and this upgrade is nothing you choose every spawn. It can be to your disadvantage if you get feigned after your reach 40% of your max health. This upgrade is situational. Thats why you will see it not very often and thats why nearly no marine will waste ammo just for the case the alien has chosen this upgrade. Its just like the Spy in TF2. If there is a spy, you get paranoid and the spy has a hard time. If there is no spy for a long time, you will not expect one. Same counts for this upgrade.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    What about ghost mode? I mean, Fades are the same species and can travel through the astral plane, why shouldn't the other aliens via upgrades? You can activate the ability for 3 seconds once or something.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    remove feint, replace with focus.

    tadaaa
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    the reason i dislike it is not balance-wise:
    as a marine, i feel like an a**hole killing some poor gorge twice. whats much more annoying is the fact that you have to explain it in every game it is used, because there will always be a few new players who don't know it: it feels quite frustrating if the enemy gets away because people did not pay attention to this mechanic. and finally, you feel like saying "but i knew you would respawn!" whenever you cannot chase after the target for some reason.
    and as an alien, it doesn't even feel that satisfying to get away, as in "i should be dead by now, this means i messed up".

    that said, i like the fact that it actually encourages team communication by announcing that your target is using feint death. but this advantage will be gone as soon as the fake-death-process has become flawless, because you could at most take a wild guess: "he got no silence so probably feint death".
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1975626:date=Sep 11 2012, 06:16 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 11 2012, 06:16 AM) <a href="index.php?act=findpost&pid=1975626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->remove feint, replace with focus.

    tadaaa<!--QuoteEnd--></div><!--QuoteEEnd-->


    +1
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    +1ing won't help that much unless you provide any new arguments/ideas. the player base is huge and the forums cannot represent all of it.
    also, it reminds me of this (no offense, but it's similar to the middle):
    <img src="http://d24w6bsrhbeh9d.cloudfront.net/photo/5304810_700b.jpg" border="0" class="linked-image" />
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--quoteo(post=1975646:date=Sep 11 2012, 06:03 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Sep 11 2012, 06:03 AM) <a href="index.php?act=findpost&pid=1975646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1ing won't help that much unless you provide any new arguments/ideas. the player base is huge and the forums cannot represent all of it.
    also, it reminds me of this (no offense, but it's similar to the middle):<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1975370:date=Sep 11 2012, 03:09 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Sep 11 2012, 03:09 AM) <a href="index.php?act=findpost&pid=1975370"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The point is that it is too easy to escape with blink/shadowstep/leap when you come out of feign with full energy. This is an even bigger problem as player count scales up because it is almost impossible to hit a fade coming out of feign before he escapes in a large battle.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is the problem, if no Aliens are around you can get the Feinted Alien as I said in the start post, but if you just shot your last bullet and you are sorounded by 2 Skulk trying to survive to get the feinted Fade you won't get him 95% of the time.

    If you die you should die! You did a fault or the marines did a good Trap, but if the Alien manages to get away after this it is just frustraiting.

    In a competive play it isn't a real Problem but in bigger ganes where 6 Fades are on the Field it is.
  • greenpeegreenpee Join Date: 2012-04-10 Member: 150218Members
    As best I can tell, the problem isn't necessarily feint death itself, but the fact that as soon as a fade is able to, he can blink away and live 99% of the time. So why not just drop his energy to 0, and block energy regen for 1 or 2 seconds after "revival". It wouldn't make it useless, but fades would actually die.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited September 2012
    <!--quoteo(post=1975660:date=Sep 11 2012, 03:36 PM:name=greenpee)--><div class='quotetop'>QUOTE (greenpee @ Sep 11 2012, 03:36 PM) <a href="index.php?act=findpost&pid=1975660"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As best I can tell, the problem isn't necessarily feint death itself, but the fact that as soon as a fade is able to, he can blink away and live 99% of the time. So why not just drop his energy to 0, and block energy regen for 1 or 2 seconds after "revival". It wouldn't make it useless, but fades would actually die.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that would be the best way yes. Not sure about the blocked energy regen but he needs to start at 0 energy. This will also affect lerks and they can't even try to get away without any energy.
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Bring back focus. Feign death is just frustrating to deal with as a marine. Atleast having to deal with focus as a marine, you can blame your commander for not having armor upgrades. If feign isn't going anywhere, marines should be asking the marine comm to scan the area very quickly to uncover the aliens using feign death.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited September 2012
    How about combining feign with redemption, having it trigger when a relatively large amount of damage is sustained really quickly? Also maybe buff the movespeed while in invincible mode, but half the duration. It should also act like redemption in the way that, while being at low health is guaranteed to trigger it, it is possible to die without it going off, and the slower the damage is received, the less likely it is to trigger.

    This way, even a fade who takes a sudden shotgun to the face will trigger it, though he may still be on half health when it happens. His speed will be high enough for him to change his position enough to confuse his enemies, but the effect won't last long enough that he will be able to fool 4 marines who chased him down.

    Also, the amount of damage required to trigger it would differ for each lifeform. If a skulk took 6 consecutive rifle shots, that would be considered enough damage quickly enough to cause feign to trigger, allowing the skulk to reposition. I don't like feign death being something that occurs when the player should die, and would rather have it a tool that the player uses to reposition himself to prevent taking excessive damage.

    Oh, and allow the lerk to fly during feign death. So like, 70% movespeed, and a one second duration. This is enough to place yourself behind a target after taking a big hit from directly in front, but not enough to make an immortal getaway.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    no, dont bring back redemption as its just too random
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited September 2012
    <!--quoteo(post=1975687:date=Sep 11 2012, 04:27 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Sep 11 2012, 04:27 PM) <a href="index.php?act=findpost&pid=1975687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no, dont bring back redemption as its just too random<!--QuoteEnd--></div><!--QuoteEEnd-->

    The randomness about redemption was due to the extremes that it caused. In the first 90% of your life, it meant nothing, but suddenly in the last 10%, it becomes make or break. This means that 90% of what happens to you is irrelevant, and a very short, condensed series of events suddenly means much more than it would otherwise. Secondly, the difference was life and death. If you are an Onos, its either a second life, or a waste of 75 resources. Massive gamble, massive RNG.

    My vision of feign redemption is active at all times. Say, for example, that the fades threshold was 150 damage in under 1.5 seconds. It doesn't matter if you take that amount of damage the second you enter a room, or if you take it after fighting 4 marines for 30 seconds, the result will be the same. This means the feign will trigger only when the event it is meant to help with occurs, predictably. Celerity doesn't make you take less damage, it just makes you harder to hit. Feign redemption won't save your life, it will just break an opponents damage streak on you when it gets to high.

    And obviously, most importantly, control is never taken out of your hands. The old redemption required you to pray to the gods, so they would teleport your ass out of there. This version only allows you to avoid damage for a second at moderate speed, the rest is up to you.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    In combination with Imbalanxd's idea, how about instead of feigning death you disintegrate and sort of go into blink/vortex mode? Would be a bit less gimmicky and it solves the kill notification problem.
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