Drifters
Keldorn
Join Date: 2012-05-05 Member: 151587Members
<div class="IPBDescription">A possible key to give khammanders more things to do early game</div>Like alot of people have pointed out already, the role of Khammander can be a bit dull early game. Marine commanders have alot of things to do at this point in the game, and their constant direct interaction with marines makes them invaluable. I believe the same can be achieved through the drifter. Personally I find them super handy already by placing them on key spots to spy on the marines, but their role could be expanded a bit further.
Enzyme for one is nice when you can spam it (aka have tons of tres) since its very short in duration and thus not really that good early game since tres better spend elsewhere. Perhaps this ability could be made more valuable early game by allowing drifters to channel the ability for a lower res cost (or no res cost?) to assist skulks killing RTs and other structures. Channeling enzyme will keep the drifter uncloaked so marines can shoot it down.
I'd also like drifters to help constructing buildings (maybe using the same enzyme channeling ability if its free of tres), but also lower the construction time speed of buildings as compensation and to avoid gorges to be useless. Drifter construction can't be stacked.
Enzyme for one is nice when you can spam it (aka have tons of tres) since its very short in duration and thus not really that good early game since tres better spend elsewhere. Perhaps this ability could be made more valuable early game by allowing drifters to channel the ability for a lower res cost (or no res cost?) to assist skulks killing RTs and other structures. Channeling enzyme will keep the drifter uncloaked so marines can shoot it down.
I'd also like drifters to help constructing buildings (maybe using the same enzyme channeling ability if its free of tres), but also lower the construction time speed of buildings as compensation and to avoid gorges to be useless. Drifter construction can't be stacked.
Comments
Have you even read the whole post? The only thing where drifters and gorges overlap would be building construction and I said that the default build speed of a building would be slower as well as compensation so gorges can still do their part in constructing stuff. Its not a replacement of one with the other, if a gorges helps constructing a building that a drifter is also constructing, the enzyme would help a gorge heal spray to build faster as well. People complained before that constructing buildings as a gorge is dull since it takes so long. Guess you can't please everybody.
A marine traped on the web would move rather slowly for a few seconds (3-5) and an alert could be send to the aliens so they know someone moving to that spot
Again, I'm all for making Gorges more useless.
No not for making gorges useless but as it is if a marine RT gets damaged they can repair it with a 5 res welder or send a mac aliens can only gorge heal it but as you need to be a gorge to do that end game it can be hard as you would need 1 of your players to risk the pres (hardly any1 wants to watse 10 pres to go gorge for a min,, even less if it would mean lossing there current lifeform) Once hyper is back i will ofc take this as my duty as I always did b4 they toke hyper out.
I am all for making welder useful take out mac's (how you like those apples?)
Again, I'm all for making Gorges more useless.<!--QuoteEnd--></div><!--QuoteEEnd-->
I still think you have a wrong idea of what I'm saying here, but whatever, your entitled to your opinion. Its a synergy of two things, not a replacement.
-1 Gorge
You then want to nerf the rate at which Gorge's increase construction to compensate for two units now being able to speed up construction.
-1 Gorge
Your suggestion is not "Give two cookies to two lads." It's "Break the cookie and give each half." But, even if you were giving away two cookies, I'd say no, because it just makes the Gorge less special. The Gorge has suffered enough in the transition.
-1 Gorge
You then want to nerf the rate at which Gorge's increase construction to compensate for two units now being able to speed up construction.
-1 Gorge
So, this is a suggestion of quantity over quality, really. I'm all for making Gorges more useless.
Your suggestion is not "Give two cookies to two lads." It's "Break the cookie and give each half."
But, even if you were giving away two cookies, I'd say no, because it just makes the Gorge less special.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah here we go, I'm not talking about lowering gorges construction speed, I'm talking about lowering the building automatic construction speed. So in fact it would make gorges MORE valuable since a Khammander has to micro drifters for it and both together form a nice synergy since gorges can heal faster as well through the enzyme. The idea is to give a Khammander more things to do without stepping on gorge toes. :)
thats a couple of times now the OP has tried to tell you he didn't mention slowing down gorge build time, you got that yourself, god knows where from but. What he did say and you didn't read correctly was he would slow down normal construction time ie that time it takes to build without help. Please read more carefuly before writing.
The construction idea is just a possible means of providing a khammander with more things to do by microing drifters.
The idea of the enzyme channeling is to improve whatever a particular lifeform does, much like a marine commander does already.
Seems pretty clear to me, but whatever.
I didn't say "The build speed of a gorge", not even the "default build speed of a gorge" if you want to argue the default. Default in this case means the build speed without assistance of a gorge. So you can start argueing terms but I advise you to ask questions first before making your own conclusions/interpretations like you did here.
Was a nice idea m8 and would add to alien commander which was you point. also Anso has never played marien comm its seems or he would realse that the your idea for a drifter would be the same as marines Mac's :P , which also has a 2nd ablity you can research thats saps aliens energy.
The great thing about NS2 is that it's an <i>asymmetric</i> multiplayer game. Adding a way for a drifter to speed up build time just makes it resemble a MAC more. If you really wanted to make it effect build speed though, maybe tweak an old idea: Have a drifter capable of <i>becoming</i> a structure, this build time naturally being shorter than if the structure had just been placed down.
Though really I'd try and find a different route to take for another drifter ability as, really, 90% of alien buildings already go up nearly instantly. Maybe a better idea would be to move nutrient mist to the drifter? It'd make more sense than a cloud of mist just appearing, and the drifter already has enzyme cloud which is sort of similar. Maybe even combine the two abilities into one?
Just some random thoughts (these would work similar to enzyme):
Shift Hive, Drifters gain an energize cloud to replenish alien energy
Shade Hive, Drifters can spew ink like the shade, but a much smaller cloud of course
Crag Hive, Drifters can can make the Gorge health spray more potent
Just some random thoughts (these would work similar to enzyme):
Shift Hive, Drifters gain an energize cloud to replenish alien energy
Shade Hive, Drifters can spew ink like the shade, but a much smaller cloud of course
Crag Hive, Drifters can can make the Gorge health spray more potent<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice ideas :)