What Major Change Would You Make To Aliens ?
TimmahIsASaint
Join Date: 2012-09-24 Member: 160678Members
In response to SabaHell's very well said arguement
"Even the team cooldowns are severely screwed up. Aliens are melee and rely on mobility, yet Marines have more mobility enhancing tech / abilities than aliens do (PG/beacon/etc).. Aliens need to close gaps and engage in melee, yet one of their Commander cooldowns is just a wall. It's incredibly nonsense that Marines are so much more mobile than Aliens are especially in smaller maps such as summit. These abilities should be a necessity in order to keep Marine expansion going (like PG tech on docking) rather than a huge perk to playing on that team. There is a lot of things that need to be addressed to be very honest and it feels like the wrong tweaks are being made to move things in the right direction."
I'm talking strategically, mechanically anything you write it and I'd love to read it. I've heard tons of great ideas from other forum members including:
-Nydus like structure for teleporting alien units
-Additional life forms / upgrades with structures
-Changes to alien life forms movement on creep
-The effect of creep on marines movement capabilities
I think we can all agree the current state of the Aliens is not nearly as fun as marines and strategicaly icnredibly underwhelming. So share what you would change and maybe UWE will take some of our ideas and put a new spark into Alien Play ! I also just love reading peoples unique ideas! ^.^ So if you wouldn't mind sharing what you would do to make Aliens a more fun and strategically different race I'd like to read it ! :D
"Even the team cooldowns are severely screwed up. Aliens are melee and rely on mobility, yet Marines have more mobility enhancing tech / abilities than aliens do (PG/beacon/etc).. Aliens need to close gaps and engage in melee, yet one of their Commander cooldowns is just a wall. It's incredibly nonsense that Marines are so much more mobile than Aliens are especially in smaller maps such as summit. These abilities should be a necessity in order to keep Marine expansion going (like PG tech on docking) rather than a huge perk to playing on that team. There is a lot of things that need to be addressed to be very honest and it feels like the wrong tweaks are being made to move things in the right direction."
I'm talking strategically, mechanically anything you write it and I'd love to read it. I've heard tons of great ideas from other forum members including:
-Nydus like structure for teleporting alien units
-Additional life forms / upgrades with structures
-Changes to alien life forms movement on creep
-The effect of creep on marines movement capabilities
I think we can all agree the current state of the Aliens is not nearly as fun as marines and strategicaly icnredibly underwhelming. So share what you would change and maybe UWE will take some of our ideas and put a new spark into Alien Play ! I also just love reading peoples unique ideas! ^.^ So if you wouldn't mind sharing what you would do to make Aliens a more fun and strategically different race I'd like to read it ! :D
Comments
Then Marines can get things like plasma chainsaws, useful flamethrowers, and RPBGs (Rocket-Propelled Boxing Gloves) while Aliens get little mini-AK47's and headbands.
Spec Ops Gorge gets concussion grenades and akimbo deagles.
Also, all of those are bad suggestions, OP.
Good thing you put out so many great ones. ;)
I like to think of my ideas as "tenable" more than great. Maybe some mod-maker will take an interest in some of them down the line and I'll get to see them in NS2B.
i would like alien movement more responsive and quicker with celerity not fading in combat and blurring vision, why must all upgrades have a side effect, not really an upgrade then is it. This is one reason aliens dont scale aswell as marines. Their upgrades are nerfed. does energy regen slower with alien vision on still? remove that too.
phase and jp's 2 cc, (i think this is already the case) Marines are more mobile then aliens.....
exo, w3/a3, arcs 3 cc
Aliens not so reliant on 2nd hive. marines can turtle for 10+mins on 1 cc. aliens can turtle for +0mins on 1 hive. how many times have marines destroyed 2nd hive then steam rolled to kill 1st hive in less then 1mins. Good luck trying that against marines.
Aliens upgrades need to be researched constantly if chambers been killed. Marines do not suffer this problem.
aliens defensive structures more useful. hydras, whips need to be better.
ranged spores, like umbra but spores
allow life forms to bite dropped weapons to prevent recycling.
remove sprint from marines.
Grenades do 1/2 damage to players (or only remove armor or something like that). Instantly marines are far less unstoppable.
Give fades a bit more health. Make spores ranged. Make Parasite hitscan so it isn't retarded and randomly missing for no reason.
game balanced.
Also marine movement is instant, alien movement is DELAYED, like left and right, alien stops and slows down to move, marine is instant. This is retarded, if anything it should be the other way around, i'd prefer both instant though.
Grenades do 1/2 damage to players (or only remove armor or something like that). Instantly marines are far less unstoppable.
Give fades a bit more health. Make spores ranged. Make Parasite hitscan so it isn't retarded and randomly missing for no reason.
game balanced.
Also marine movement is instant, alien movement is DELAYED, like left and right, alien stops and slows down to move, marine is instant. This is retarded, if anything it should be the other way around, i'd prefer both instant though.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree.
I also believe Marines movement needs to see a nerf. I think they should remove the sprint function and possibly slow the refresh on jump so they can't do ridiculous quick jumps. Honestly when I play as a marine I feel like I have more movement control then Skulks. And last I think marine movement on infestation should be slowed and definitely not allowed to sprint on it. I mean come on guys, its supposedly a gooey mud like substance, please tell me how they can hop around on it like little bunnies ?
Thats an interesting idea.
2. Res for kill.
3. Hive teleportation.
2. Res for kill.
3. Hive teleportation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Please marry me
also make skulks smaller and quicker and give gorges more things to build
Crag tech would need a just new upgrade.
-Focus upgrade back.
-Ranged spores and primal scream on lerk.
-Acid Rocket and/or Metabolize on fades.
-Blink on one hive for fades.
-Bone armor for onos.
No, seriously.
(Oh, hai guys)
Zombie Master Mod had that quasi-spectator mode commanding. It was sooo fun.
Most of my suggestions would stem from better movement response, like with what they did with Marines.
Movement is everything. Even when it comes to aiming.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>Khammander</u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
Alien Comm role seems very limited right now, which is why we see the comms that really have a handle on things drop some stuff and jump out of the hive because they are more useful as an extra skulk or as a gorge than they are sitting in the hive waiting for structure/research completion.
Give the Khamm more abilities like <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Infestation Spikes<!--colorc--></span><!--/colorc--> that are tied to specific hive types. There are abilities like Ink and those Decoys but does anybody even use those?
I'm suggesting abilities that function the same way as Spikes in that they can be used anywhere on Infestation, and I don't see why a tunnel to another hive would be so broken. Something that lasts ten seconds and is available when you have two hives, one of which is Shift.
Another ability would be an AOE slow, and could prove very effective against pushes and make marines vulnerable to aliens on the ground. Plus the Khamm doesn't just have to sit there and watch his hive defenses slowly be beaten to a pulp.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><u>Gorge</u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
In contrast to the Khammander, the Gorge should have a more offensive role, and do a majority of the structure building. Leave the building of crags, shades, and shifts to the gorge, while the Khamm builds the upgrade structures. This is so it is the Gorge's job to build forward bases and offer direct support to pushes into marine territory and OUTSIDE of infestation. Bile Bomb is a great ability for gorges in this respect.
The last thing I would like to see is the ability of the Khammander to upgrade structures that the gorge builds, creating a dynamic of teamwork in how the aliens control the map, or defend certain points in the map perhaps.
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As for alien upgrades, I think tying the effectiveness of each upgrade to the number of hives would help with alien lack of scaling.
Examples:
Carapace (Skulk) - 1Hive=30armor, 2Hives=40armor, 3Hives=50armor
Silence - 1Hive=silent movement, 2Hives=silent primary attack, 3Hives=all abilities silent
Adrenaline - 1Hive=+25%energy regen, 2Hives=+50%energy regen, 3Hives=150%energy capacity
Celerity - 1Hive=+20% speed, 2Hives=+35% speed, 3Hives=+10% attack speed <i>(not sure about the percentages honestly but adjust for appropriate speeds)</i>
Regeneration - 1Hive=regen as it is now, 2Hives=regen hp AND armor for each tick(or just regen 2x as fast), 3Hives=regen in combat!
EDIT:
<!--quoteo(post=1999460:date=Oct 29 2012, 12:25 AM:name=voogru)--><div class='quotetop'>QUOTE (voogru @ Oct 29 2012, 12:25 AM) <a href="index.php?act=findpost&pid=1999460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was thinking of maybe adding a Scorpion class, that hovars without flapping.
No, seriously.
(Oh, hai guys)<!--QuoteEnd--></div><!--QuoteEEnd-->
OH MY GOD. The savior is here!
Being a fade is 30 seconds of fighting and 3 mins of standing by a hive.
Add that with the current egg system abuse and you have the recipe for all sorts of alien frustration.
Examples:
Carapace (Skulk) - 1Hive=30armor, 2Hives=40armor, 3Hives=50armor
Silence - 1Hive=silent movement, 2Hives=silent primary attack, 3Hives=all abilities silent
Adrenaline - 1Hive=+25%energy regen, 2Hives=+50%energy regen, 3Hives=150%energy capacity
Celerity - 1Hive=+20% speed, 2Hives=+35% speed, 3Hives=+10% attack speed <i>(not sure about the percentages honestly but adjust for appropriate speeds)</i>
Regeneration - 1Hive=regen as it is now, 2Hives=regen hp AND armor for each tick(or just regen 2x as fast), 3Hives=regen in combat!<!--QuoteEnd--></div><!--QuoteEEnd-->
Can we all agree Aliens seriously need some kind of scaling whether its with multiple structures or hives or something ? Everyones crying about the 5 minute onos rush but they are ignoring the real problem. Yes EVERY pro team used it, why ? Cause its the only viable strat the aliens can do without getting rolled. If anyone wants I can link a game of Archea and Exadus where Archea lost their 7 minute onos due to a really good play on Exadus part and they straight said game. The problem isn't the 5 minute onos, the problem is Marines complete lack of strategical differentiation and honestly, fun factor.
Also,
"Being a fade is 30 seconds of fighting and 3 mins of standing by a hive."
That made me lol really hard because its so true.
Lerk attacks drain less energy ( I noticed how often you run out of energy using 2 attacks and flying)
Gl damage does more self damage and less damage
Observatory have bigger detection range
Flamethrowers kill structures and cysts faster. Damage per second increase badly needed. Also sets aliens on fire which slowly eats their hp as they run away ( like 3-5 a second for 7 secs or something)
What if you could go into first person mode in a cyst, kinda like they're your eyes on the ground, and from them you could place things ??