Regen Fade and Skulk
DanielD
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.
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
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.)
A fixed value for every lifeform, just like carapace, is definitely the better way to approach regenration and properly balance it.
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.
Maybe they ought to have the max heal at 30-40 instead of 60. It sure felt like it was over 60/sec.
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>
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.