Regen Fade and Skulk

DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
<div class="IPBDescription">Feels good man</div>Let's NOT talk about regen on onos and lerk. Let's also not talk about crags. Let's instead talk about regen fade and skulk, because finally fades and skulks that bite you once and run away are scary. In build 228, you knew they would run back to the hive, even if there WAS a gorge nearby. Now, they could be waiting around a corner. Walking around alone is finally scary again as a marine, and I want that feeling in Natural Selection.

I haven't played enough/read enough other opinions to say whether or not it is too high in or out of combat for these two lifeforms yet. I do really want to discuss how awesome it would be if regen was kept in such a state that hit and run is possible with skulk and fade. I fear over-nerfing of the heal-rate could make the fade too weak again, and rather than a blanket change to the heal-rates the devs should modify them individually, so that we can keep the game scary for rambos and small groups.

Comments

  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I agree, that it is very valid on the skulk and also finally balanced with carapace as option. But on the other lifeforms it may be overpowered (even the fade.)

    I think we can agree, that regen should have a fixed value for every life form instead of a "one percentage fits all"-approach.
    Because the second will only lead to a situation where at least one life form doesn't bother to chose regen or it is overpowered on another.

    Own values for every life form is obligatory. Or you will never achieve good balance. (The same counts for carapace and other upgrades.)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I hope they don't outright revert regen and just tweak it to workable levels. Regen is finally a competitive upgrade with carapace and I seriously hope it stays that way.

    A fixed value for every lifeform, just like carapace, is definitely the better way to approach regenration and properly balance it.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Agreed, regen should be configured like carapace: Individual per-lifeform values for in and out of combat (eg allowing one unit to have 40% in-combat regen while another only gets 20%)
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Signed. It's great now, even the crag actually but just needs to be toned down.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    since i got a new graphics card and get >60 fps instead of <40, i fear that i'm starting to become partially responsible for the whining about skulk/fade being weak.

    i can track the average pub fade with my assault rifle quite easily now, and with 2-3 evasive jumps can usually force the fade to retreat (or even die) in a 1v1. shotgun just seems overkill.

    obviously there's the occasional fade who knows how to play properly... very good evasion with nice blink/shadow stepping to bait shots etc, getting 1-2 good hits and quickly retreats while he's ahead to regenerate. these fades are really a nightmare as even a jetpack won't save you, unlike the onos where you just fly into the rafters and shoot him for free.
  • sharnrocksharnrock Join Date: 2012-11-02 Member: 166084Members
    I agree, fade and lower lifeforms feels right. Today I was in a game playing onos and I felt like I was getting healed at the same rate as the hive. I would kill a couple marines, start hitting the obs and heal up. A few more would spawn, I would kill them, and go back to the obs and heal up again. It was insane.

    Maybe they ought to have the max heal at 30-40 instead of 60. It sure felt like it was over 60/sec.
  • ShahnazShahnaz Join Date: 2012-11-12 Member: 170201Members
    <!--quoteo(post=2026816:date=Nov 17 2012, 05:04 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 17 2012, 05:04 AM) <a href="index.php?act=findpost&pid=2026816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->since i got a new graphics card and get >60 fps instead of <40, i fear that i'm starting to become partially responsible for the whining about skulk/fade being weak.

    i can track the average pub fade with my assault rifle quite easily now, and with 2-3 evasive jumps can usually force the fade to retreat (or even die) in a 1v1. shotgun just seems overkill.

    obviously there's the occasional fade who knows how to play properly... very good evasion with nice blink/shadow stepping to bait shots etc, getting 1-2 good hits and quickly retreats while he's ahead to regenerate. these fades are really a nightmare as even a jetpack won't save you, unlike the onos where you just fly into the rafters and shoot him for free.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect" target="_blank">http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect</a>
  • xxswatelitexxxxswatelitexx Join Date: 2012-11-16 Member: 171754Members
    edited November 2012
    I think one way to fix regen is to make regen only start if on infestation. Giving marines a bit more of a fair fight . When marines hit alien territory they got to be careful.
    But if there is no infestation or if a marine breaks a cyst line, aliens got to worry.

    It would also prevent lurks from simply camping in mountains [Crevice] and vents, healing up and attacking over and over.
    Forcing them to find infestation to heal then go back.

    Reason I find this option more viable is because a marine commander has to expend resources to heal a unit.
    While Regen essentially is free. So there should be a cost involved - which would be only works on infestation.
Sign In or Register to comment.