Celerity Fade
thefonz
Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">Anyone else using it?</div>I have been finding that celerity is a pretty decent upgrade on fades. Traditionally everyone seems to prefer adrenaline so that they can blink for all eternity. I find celerity useful for the following reasons.
- Correcting for "over" shadow stepping. I often find my self just out of range after SS in combat. Celerity really helps close that gap fast.
- Makes pre-blink fades much more viable. Speed is your friend.
- Can cover ground at a reasonable pace while recovering energy.
Plus, sometimes celerity is all you get. res has other places to go early on. Adrenaline only becomes "necessary" after lifeforms get abilities such as spores/bile/blink that eat energy.
Just my two cents, any other users care to share some pros/cons?
- Correcting for "over" shadow stepping. I often find my self just out of range after SS in combat. Celerity really helps close that gap fast.
- Makes pre-blink fades much more viable. Speed is your friend.
- Can cover ground at a reasonable pace while recovering energy.
Plus, sometimes celerity is all you get. res has other places to go early on. Adrenaline only becomes "necessary" after lifeforms get abilities such as spores/bile/blink that eat energy.
Just my two cents, any other users care to share some pros/cons?
Comments
<ul><li>Moving around the map faster</li><li>Increased closing speed on Marines until they hit you</li></ul>
I'm not too bothered which I get on Fade. Adren is useful as a backup incase you get stuck on something but waiting for it to charge is annoying. If you are shadow-stepping and double jumping properly you don't need it at all unless you want to Vortex (!).
I must have assumed it was always on because when I walk/hide/camo the wind noise keeps BLOWING MY DAMN EARS OFF! Seriously, its like playing in a hurricane. OT raging complete. Resume normal discourse.
That is indeed a bug and a very annoying one at that :P . In cammo you do get the movement increase though, it's just that sometimes you're standing still and the celerity wind still keeps blowing, is where the bug parts comes into play
Celerity turns off instantly afaik when you get damaged or do an attack. Blink, shadowstep and I believe jump as well are excluded from disabling celerity.
Adrenaline is a bit of an oddball with it just being a bigger pool of energy instead of a faster regenerating pool...
What is the reason for that?
That significantly reduces the advantage of celerity and it seems like the stupidest feature of NS2 yet.
That significantly reduces the advantage of celerity and it seems like the stupidest feature of NS2 yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
Celerity = Regen = Cloak
Adren = Cara = Silence
Each tree has an upgrade that is useless in combat and one that helps in combat. Celerity would be the best upgrade for skulks if it worked while fighting, but UWE want all upgrades to be equally viable, so they made it for getting around the map only.
That significantly reduces the advantage of celerity and it seems like the stupidest feature of NS2 yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
A very valid question indeed!
The idea is that it should be used for out of combat travel mostly to respond to threats across the map and as such is also faster then NS's celerity. However something else in in the pipeline that might make the devs revise the current implementation celerity...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->However something else in in the pipeline that might make the devs revise the current implementation celerity...<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess you're talking about le gorge tunnels
SHHT!
<img src="http://files.sharenator.com/ninja_fail-s400x190-15716.gif" border="0" class="linked-image" />
*runs off*
Or, you know, not.
OT rename adrenaline as "carbohydrates"?
Remember aliens, eat your wheaties.
Remember aliens, eat your wheaties.<!--QuoteEnd--></div><!--QuoteEEnd-->
Adren used to do that, then they nerfed it because fades and gorges always used it. Now I barely even use adren on anything but a gorge, and even then I think about it
<!--quoteo(post=2035949:date=Nov 27 2012, 03:19 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 27 2012, 03:19 PM) <a href="index.php?act=findpost&pid=2035949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Adrenaline is a bit of an oddball with it just being a bigger pool of energy instead of a faster regenerating pool...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well if you want to get technical, adrenaline should only increase when you are in combat.
Well if you want to get technical, adrenaline should only increase when you are in combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well yes, but cara does nothing vs a shotty either. Thats more a result of the fades inability to deal with a shotgun than it is the setup on the fade.
As for camo, I go silence on fade because shadowstepping can be heard from miles away
As for camo, I go silence on fade because shadowstepping can be heard from miles away<!--QuoteEnd--></div><!--QuoteEEnd-->
Carapace does loads against Shotguns. It won't allow you to survive repeated blasts to the face, but the Light damage of SGs means that a little bit of armor goes a long way to cutting down the effectiveness of partial hits.
It's basically a DPS contest if you don't have blink or celerity on your Fade
You shadowstep on top of a Marine and you both lay into each other
Vanilla Fade is probably my 2nd worst setup right now next to walking around with a grenade launcher on foot as a Marine
If celerity worked in combat, however, I'd take it without question :-)
<!--quoteo(post=2035995:date=Nov 27 2012, 04:33 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 27 2012, 04:33 PM) <a href="index.php?act=findpost&pid=2035995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...the Light damage of SGs...<!--QuoteEnd--></div><!--QuoteEEnd-->
Shotguns are normal damage, unless the Lua lies to me.
Once you've got some experience though I think adren vs celery becomes largely academic and/or situational. In endgame you might run out of energy, but midgame you're still swipe-and-blinking and it's hard to screw energy management up when you're still paranoid about wasting 50 pres on death.
I really don't see much of a debate until we reach a situation where energy costs go up AND celery improves rate of attack in combat.
EDIT: For Fades, obviously. Different kettle of fish for the other classes.
Adren = Cara = Silence
Each tree has an upgrade that is useless in combat and one that helps in combat. Celerity would be the best upgrade for skulks if it worked while fighting, but UWE want all upgrades to be equally viable, so they made it for getting around the map only.<!--QuoteEnd--></div><!--QuoteEEnd-->
For skulks celebrity is the more useful skill in combat. Adrenaline is basically useless until leap comes into play. Even then however, the initial closing of ground is usually more important than the ability to leap one more time after you've already started biting marines.
If celerity worked in combat, however, I'd take it without question :-)
Shotguns are normal damage, unless the Lua lies to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? As far as I can remember, I've heard they do Light damage. That was one of the things that allowed the SG to not be an amazing anti-everything weapon. Against Fades and Oni it did lower damage, and if you wanted to use it on a Hive effectively you had to be smart take down the armor first. You're right on the Lua saying otherwise, though; when did they change it?
Oh, about a patch or two after the Onos was patched in - the shotgun was useless against it. So it got its base damage lowered and went back to normal damage. A long time ago....
Oh no, a lifeform that isn't murdered by the Shotgun. Terrible design move in my opinion; no wonder less-skilled Fades are dropping like flies. Now Light damage is only in for pistols and mines. It's basically useless.
Quite right. Nonetheless, I think it was a bad decision. I'd mock up a mod to change it if there was any clear way to communicate to players what balance changes a server was running. It's a single line in Balance.lua
I must have assumed it was always on because when I walk/hide/camo the wind noise keeps BLOWING MY DAMN EARS OFF! Seriously, its like playing in a hurricane. OT raging complete. Resume normal discourse.<!--QuoteEnd--></div><!--QuoteEEnd-->
if this isn't a perfect example of unintuitive mechanics and triggers I don't know what is
lerk really needs to fly faster OUTSIDE of combat? meh... maybe only because adrenaline is kinda useless for lerk unless you're using spores/umbra.
but the other lifeforms all benefit from adrenaline. onos has twice as much charge, increasing movement speed and also less likely to run out of adrenaline while goring marines (this always seems to happen for me). skulk has 4 leaps instead of 2, meaning you can move faster around the map outside and inside combat by leap-walljumping. fade you get more blink which is obviously more useful than celerity.
when adrenaline provides a universal mobility boost, why the hell would you want an out of combat boost in the form of celerity?