Please remove the in-combat penalties on alien upgrades

rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
So right now these are the "combat penalties" applied to alien upgrades:

Carapace - Slows down your movement speed at all times

Celerity - Only works out of combat for 2 seconds+

Regeneration (it was re-nerfed in 219) - Only works when out of combat for 8 seconds+ (you don't even get base health regeneration with it)



These penalties are really frustrating and I don't think they add anything to the game or to gameplay of value from both marine or alien perspective. The alien upgrade system is in a terrible state right now, half the upgrades are useless (Hypermutation, Feint on anything but fade, Camoflauge, Regeneration is once again terrible) and the ones that are useful have "trade offs" tacked onto them in an attempt to bring them down to the same level of the other upgrades, so that all upgrades can appear equally useless so to speak =P These penalties are unnecessary, unintuitive to new players and just frustrating for everyone else.

I suggest to please instead consider balancing the upgrades around consistency, have celerity be a static speed increase at all times. Regen needs to go back to what it was in 218 in the least. Carapace needs the slow removed. So if celerity is too fast, reduce the speed bonus instead of tacking on a frustrating in-combat penalty etc.


Please stop doing this to the alien upgrade system :(
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Comments

  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited September 2012
    My two cents.

    Being a player that likes to go fast, I don't like that Carapace slows down. But I do believe it is necessary because it is a trade-off for increased armor. I use it for Gorge and Onos as they don't really move that fast anyways. I can't really make much of a comment on celerity because although while it is true that it is problematic when I get shot and suddenly slow down, sometimes I am able to avoid that entirely by skirting around marines and killing them before they could even get a hit.

    I don't have a problem with how Regeneration is now. And even when I play Onos, I have recently been choosing it over Carapace. Unless I need to be fighting an Exosuit, my current Onos build is to go Celerity and Regeneration. That way I can attack a base and if they beacon, I run away quickly and heal any damage done. If I have a Gorge I know will heal me up, sometimes I go Carapace just so I am tougher.

    I don't know if you've seen what Celerity does to Lerks now, but they move bloody quick. I find that a far more useful upgrade, especially without Carapace for the added speed. This does of course make me very fragile and often I will get one-shot, so that is generally the only time I use feign death on a class.

    Feign death in my eyes just doesn't really work well unless you have teammates to take the aggro. I have found myself killed as a gorge countless time with feign death, only to just get killed again once I come back up because I don't have any means of escape.

    I never find myself using Hypermutation and I don't think I know anybody who does. Usually I don't even research it as an Alien Commander because there are far better uses for those resources. I would just prefer it to be a passive upgrade than to have to choose it over adrenaline or celerity.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I agree. But don't make regeneration kick in while taking damage. There needs to be a cooldown after you took damage before regen kicks in. Otherwise it is nothing else as carapace (= effective health buff). 8 seconds could be to long but I haven't played this build jet, so I'm not sure. It should be short enough so you aren't better by running to the next hive / gorge. But long enough so you can't heal up and attack again to quickly.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Agree with OP, these penalties are really unintuitive and don't add anything to the game. Keep it simpler.

    Celerity also blur your screen.
  • SkugganSkuggan Join Date: 2010-03-19 Member: 71017Members
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    Remove the tradeoffs, these are supposed to be upgrades, not side-grades.
    Marines don't get slower with L3 armor, do they? Exactly.

    As for no celerity/regen in battle, that's understandable.
    Regen needs a smaller cooldown though.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    I don't see why regen was nerfed, would be nice to get some developer thoughts on this.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    100% agree with OP
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    edited September 2012
    The devs havnt realized that the problem they had with upgrades, which made them implement these restrictions in the first place, has allready been solved by only allowing 1 upgrade per hive type.

    Before, players would get carapace and regen, the combination of these 2 were very strong as you were both harder to kill and regenerated in combat. Now we cant get both, so the penalty for getting regen is that you cannot use carapace, and the penatly for using carapace is that you cannot use regen

    also

    Please combine Cloak with Silence and re-balance into 1 upgrade, make it so you cloak when still and are silent when moving around (call it stealth or something) and then give us focus again !
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    <!--quoteo(post=1976239:date=Sep 12 2012, 01:30 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 12 2012, 01:30 PM) <a href="index.php?act=findpost&pid=1976239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The devs havnt realized that the problem they had with upgrades, which made them implement these restrictions in the first place, has allready been solved by only allowing 1 upgrade per hive type.

    Before, players would get carapace and regen, the combination of these 2 were very strong as you were both harder to kill and regenerated in combat. Now we cant get both, so the penalty for getting regen is that you cannot use carapace, and the penatly for using carapace is that you cannot use regen<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly.

    <!--quoteo(post=1976239:date=Sep 12 2012, 01:30 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 12 2012, 01:30 PM) <a href="index.php?act=findpost&pid=1976239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please combine Cloak with Silence and re-balance into 1 upgrade, make it so you cloak when still and are silent when moving around (call it stealth or something) and then give us focus again !<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, that sounds way too strong. Same for focus.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Cloak is already on a good way but has one flaw. (Tho I haven't tried it for builds.)

    The thought behind cloak was, that it makes you harder to track while moving and invisible while standing. This has already been achieved, but the slowdown while moving cloaked is just not needed. The faster you move the more partially visible you get. That is enough for any marine to detect you. It should just be a bit more difficult to aim at you. The slowdown cancels that use. It should be scraped like the other upgrade-downsides.
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    Would love to see these changes made, 100% agree with what rantology is saying.

    Should remove or replace Hypermutation, nobody uses it/researches it. At the moment it's just another icon to confuse newbie commanders.
  • havok?havok? Join Date: 2012-05-22 Member: 152462Members, NS2 Map Tester
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    8 second cooldown on Regen? That's false. Not sure what kind of testing you did to get that. I haven't played 219 yet, but I know it definitely wasnt 8 seconds. I use it all the time as a skulk, leap in bite, hide, drop down kill. Regen is definitely the best crag evo at this moment, it's even a bit op on the Fade.

    Cara still has a role on the higher lifeforms, but with regen being so good it's hardly ever used. Plus the fact that it slows down the skulk so significantly I see no use for it until leap and adrenaline are up... and even then.

    IMO they should reduce the slow for cara on the Skulk and I don't know how they could fix regen, but right now for the Fade it's ridiculous. I feel like i'm cheating when I use it.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    @OP

    Goes without saying honestly.
  • greenpeegreenpee Join Date: 2012-04-10 Member: 150218Members
    I'm kinda meh on the cara slowdown. I don't necessarily like it, but I understand where it's coming from. Maybe reduce how much the skulk is affected by it? Enough to make a slight difference, but not as much as it is now. I don't mind it slowing the Onos down, as he seems to gain a lot by having it.

    As for regen though I really, really liked the base regen being affected in combat by it. It wasn't a ton of hp, but enough to balance out not having the extra armor applied by carapace. It just felt like it wasn't really an upgrade without the base regen being upped.

    As for celerity... why shouldn't it be just a passive movement upgrade all the time? Obviously it can't stay as fast as it is now, but it should be permanent. It would help to raise the skill ceiling (which we need if NS2 is going to succeed as an e-sport) without really changing the skill floor (a faster floor skulk is still going to die pretty easily).

    And it wasn't introduced in the OP, but... feign death should sap all your energy. Would still make it so you have the chance of surviving, but fades wouldn't have a 100% escape mechanism.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    I will <i>generally</i> agree with rant, as I usually do. :)

    However I'm not against just lessening the counter effects so there is still some trade-off. Ie., if cara slowdown is now 20%, make it 5-10%. Not huge, but enough to show that there is something.

    I'm not sure about the regen nerf - I haven't experienced that myself. I believe it should only activate post-wound, not in-combat.

    Camoflague currently silences you if you are walking, and you can't run with it on, so it kind of already works as required. I think the current implementation of camo / silence works well, or well enough. I just think that the time it takes to get those upgrades gets to a point where they're not useful any more (the end of early game seems to be when the first upgrades come out).

    Feign death still feels very OP to me - when I have it as a fade, I rarely die. I can't see a way of implementing it that would make it more fair or reasonable. I mean come on - it's hard enough to kill a fade, and then they get away. Very disappointing.

    Celerity - I like how it works right now and I wouldn't change it. It's not meant to be a combat ability. If you want a combat speed-up, why not change hypermutation for something along those lines - ie., something that improves skulk jump/leap, gorge belly-slide, fade shadow-step, lerk glide/flight, and onos charge.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Celerity - I like how it works right now and I wouldn't change it. It's not meant to be a combat ability. If you want a combat speed-up, why not change hypermutation for something along those lines - ie., something that improves skulk jump/leap, gorge belly-slide, fade shadow-step, lerk glide/flight, and onos charge.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Celerity will always be a combat ability, marine vs skulk combat is mainly about getting close to the marine as fast as possible so you take minimal damage, getting a speed boost is obviously useful in this context. The slowdown mainly appear like random/buggy movement to me. Also the speed you get with the skulk and the lerk is probably too much for the engine to handle with the current performances.

    An agility upgrade would be great yes (+10% jump height, +10% air control, 10% faster acceleration or something like it).
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    +1 OP especially since carapace is no longer 50 armor.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1976252:date=Sep 12 2012, 07:11 AM:name=Oprah)--><div class='quotetop'>QUOTE (Oprah @ Sep 12 2012, 07:11 AM) <a href="index.php?act=findpost&pid=1976252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->8 second cooldown on Regen? That's false. Not sure what kind of testing you did to get that. I haven't played 219 yet, but I know it definitely wasnt 8 seconds. I use it all the time as a skulk, leap in bite, hide, drop down kill. Regen is definitely the best crag evo at this moment, it's even a bit op on the Fade.

    Cara still has a role on the higher lifeforms, but with regen being so good it's hardly ever used. Plus the fact that it slows down the skulk so significantly I see no use for it until leap and adrenaline are up... and even then.

    IMO they should reduce the slow for cara on the Skulk and I don't know how they could fix regen, but right now for the Fade it's ridiculous. I feel like i'm cheating when I use it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The latest build has "fixed" that so even the base 6%/s regen that you used to get will now only start after 8 seconds. You no longer regen any health in combat with regen.
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    I think dropping the speed penalty for cara would finally put some upgrades in the competing category. As of now, there is no question that celerity has the most gain (map control + better combat engagement). Cara without a speed penalty definitely opens the door to at least a more head on alien strategy, and you might actually see it used first!

    I haven't played 219 enough to try out new regen, but to me it had been the 2nd most powerful upgrade after celerity. I dont mind the celerity speed up time either, it feels pretty natural to me and makes sense. A reduction to the overall speed and making it 100% active isn't a bad change either though.
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    +1 to op naturally. Not a fan of sidegrades.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited September 2012
    <!--quoteo(post=1976223:date=Sep 12 2012, 05:39 AM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 12 2012, 05:39 AM) <a href="index.php?act=findpost&pid=1976223"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for no <b>celerity</b>/regen in battle, that's understandable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Explain yourself. I find this mechanic on celerity to be really disorienting and awful. I'm interested to see why it has to be that way...
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    First of all, celerity can be technically used to close the gap in battle, just don't get hit or bite early.
    And that's enough for an upgrade meant to be used for fast map traversal.

    If regen/celerity could be used 100% in battle, marines would get stomped.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited September 2012
    <!--quoteo(post=1976637:date=Sep 12 2012, 08:08 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 12 2012, 08:08 PM) <a href="index.php?act=findpost&pid=1976637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First of all, celerity can be technically used to close the gap in battle, just don't get hit or bite early.
    And that's enough for an upgrade meant to be used for fast map traversal.

    If regen/celerity could be used 100% in battle, marines would get stomped.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's only "meant to be used for map traversal" because the devs say it is.
    The base concept in NS1, where it works much better, is also simpler: it just works all the time.
    This way offers the following benefits to the people who make the game:
    <ul><li>easier to 'balance' - there's one thing to adjust and it's the speed of a lifeform with celerity. you tweak and iterate until it's the right value, and then you stop.</li><li>better in terms of useability - no awkward changes in speed, to be gradually 'learned' by players when the intuitive thing is to just move faster all the time</li><li>less tricky half-baked ideas to spend time justifying - I still haven't seen a real argument for WHY celerity should only be for entering/leaving combat or "traversing the map". It was just decided that it should be and beaten into everyone that it's a great idea.</li></ul>

    Marines already get stomped because hit registration is still so poor. The times they don't get stomped, it's in some part thanks to the game handing them freebies like this.
  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    <!--quoteo(post=1976637:date=Sep 12 2012, 05:08 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 12 2012, 05:08 PM) <a href="index.php?act=findpost&pid=1976637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First of all, celerity can be technically used to close the gap in battle, just don't get hit or bite early.
    And that's enough for an upgrade meant to be used for fast map traversal.

    If regen/celerity could be used 100% in battle, marines would get stomped.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This +1

    Cara shouldn't slow, but regen/celerity are fine imho. 8sec delay on regen makes lifeforms take cover to regen, which seems reasonable. It sucks when u get 3 shotguns on a fade just so he can be back in your face at 100% 6 seconds later.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    <!--quoteo(post=1976640:date=Sep 13 2012, 03:11 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Sep 13 2012, 03:11 AM) <a href="index.php?act=findpost&pid=1976640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines already get stomped because hit registration is still so poor. The times they don't get stomped, it's in some part thanks to the game handing them freebies like this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You must be still playing build 207 or something. :)

    <!--quoteo(post=1976640:date=Sep 13 2012, 03:11 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Sep 13 2012, 03:11 AM) <a href="index.php?act=findpost&pid=1976640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The base concept in NS1, where it works much better, is also simpler: it just works all the time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's also much slower in NS1.
    I wouldn't be against the idea of making it 25% or 30% speed/regen boost while in battle and 100% when out.
    Much more interesting than the same linear upgrades we saw in NS1 and see in a lot of games.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited September 2012
    Celerity is a lot less than 2 seconds in my experience, more like 0.5 if not even less. Also combat has nothing to do with it, rather it turns off when you stop moving and turns on when you move.

    Or at least it was that way in 218... If they changed it...
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