i take it by the randomness of the suggestions that no one actually has a clue?
if its moves are currently:
1: Swipe (offencsive attack) 2: Blink (movement and fits with 'fade' theme) 3: Unknown 4: Acid Rocket (Long range offensive)
it would seem that its only gap is a sort of defensive move. however, the fade is classed as the main soldier... lerk has primal scream, so it can't be any thing like that. upgrades already provide cloaking. seriously running out of options. any wall climbing ability is already taken by skulks.
some one already suggested it, but what about 'stealth'?
lets you move slightly slowly, but invisible, silently, and without being seen on MT? you hold down attack to activate, and it gradually drains energy?
I think the fade needs a 4 Socketed Scepter containing the Holy Thunder rune word (Eth + Ral + Ort + Tal) wich would give : +60% Enhanced Damage -25% Target Defense Adds 5-30 Fire Damage Adds 21-110 Lightning Damage +75 Poison Damage Over 5 Seconds +10 To Maximum Damage Lightning Resistance +60% +5 To Maximum Lightning Resistance +3 To Holy Shock (Paladin Only) Level 7 Chain Lightning (60 Charges)
now ns only needs to be changed to a rpg and it will make sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
like a super jump that would eat adrenaline when used
i am thinking mostly to combat JPers which are currently the kharaa's nightmare but it also could be cool if you just jumped over the guy you are slashing
or does an ability HAVE to be tied to a chamber
i dunno whatever they do i will still probably like it
For a serious idea, maybe a globby spray cannon. It would spray out a cone of slime globules in a mild arc. They would stick to marines and do minimal damage, but more importantly they would act as weights basically. As long as they were stuck to a marine, the marines speed would be slowed down and gravity would increase for them. They'd simply dissolve after a little time. Might help to defeat JP's, depending on how effective JP's end up as, but wouldn't instantly massacre them. Merely impair them so they'd have a harder time flying. The globs wouldn't impede firing at all though.
OK, this is my first post so go easy on me (hi everyone!). I have searched but I couldn't find any suggestion like this.
The new Fade ability could be: Phase.
I haven't played 1.1 so I have no idea how much this overlaps with the new Blink but the idea for Phase is that (for a reasonably large energy drain) the Fade would become intangible (lasting maybe 5 seconds or so).
In this time, the Fade would be translucent but permanently sparkle with something like the Blink effect; all bullets, grenades, etc. would pass harmless through it and the Fade would be able to pass through entities (maybe even some level geometry?).
It would be the perfect ability for: x getting past turrets to get the TF into swipe range x getting past CCs in vents x avoiding grenades x etc.
It would be nice to be able to phase through doors as well (but I don't know if it's possible to make just doors Fade-permeable).
If the 5 seconds runs out or the Fade runs out of energy whilst phasing through something, the Fade is killed.
I quite like this idea (shamelessly ripped from Shadowcat of the X-Men), it's probably gravely flawed but I can't see too many problems immediately.
To extend the X-Men similarity, phasing through electrical circuits (i.e. any marine building) would disrupt the function (e.g. switch off TF, stall research). It's not too unbalancing as the Fade would quickly run out of energy and be vulnerable to getting caught "inside" the object.
that ability sounds good, but maybe a 10 second instead of 5 but u cant move tru objects
my idea is a more of a defense ability where the fade becomes imprevious to any damage but it is seen and cant attack and uses adrenaline constantly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I am <i>really</i> liking this pull/fleshhook idea. Here's how I envision it:
A long tendon extends out from the fade for as long as he holds the fire button. It moves outward at the speed of an acid rocket and has a range a little shorter than parasite. If it strikes a wall, structure, teammate, or reaches maximum range, it will immediately retract. If it strikes an enemy, it will drag him towards the fade at a speed mostly dependent on his weight (the speed of a celerity fade for a stock LA/LMG, the speed of a carapace fade for a HA/HMG). During this time the marine's view is constantly being jarred, but he is fully able to operate his weapons and equipment. The fade can move around at normal speed while pulling, but he must maintain a clear line of sight or the pull will be broken.
This ability would strengthen the fade's role as a hit and run trooper/assassin, and at the same time be very unique from other alien abilities. I can see a silenced fade dragging lone members of a squad around a corner and ripping them to shreds one by one. I can see those HA/HMGs lasso'd just as they start to retreat and reload. I can see jetpackers forcibly introduced to a wall of OCs. And best of all (as this seems to be a common complaint by the 1.1 playtesters) I can see grenade spammers yanked away from their comfy armories and given a tour of an Onos's stomach.
Think Alien and the chest burster - yep u got it. Long range impregnator cannon.
Use use all adren to get a one shot on a pesky marine, who after being hit wanders around none the wiser for 20 seconds or so, before exploding in a shower of gibs and out pops a babbler <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This firstly reduces the threat of the lone JPer -but still lets him empty his whole clip before he drops.
It also puts those crazy babblers back in to cause mischeif when they pop out at the marine spawn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Not sure if the marine should be told if he's babberised or not tho.
HL-bees? you mean the Hornet Gun those wierd guys have? ... I like that BUT you should make em hurt more cause Hornet Gun is like Pea Shooter unless you have like 10 HP or sumthin... THEN you die
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
Could be a web related attack, shoots an attack like bile bomb, lands on floor *KAPLAT* then leaves a sticky substance and when mariens get stuck and so on...they get stuck... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
i still think that paracite should shoot the hive bees that the hive hand shoots. soo that skulks can counter early jp rushes agianst non upgraded marines. Or fades could be givin a gun like the needler from halo. So that they can blink in fire a bunch of weak homing projectiles fade out
NO aleins so far has an extremly fast fireing wepon. I belive the fade should get the hive hand bees that shoot striaght forward and dont home. IT shoudl shoot extremly fast and do low damage. So far no alien has an ability that shoots uber rapid fire. Thier all slow. Acid rocket should be good enmass but the hive hand bees will be good for single targets.
o and about skulks getting homing paracite: this is needed to help the effective ness of paracite. IF SKULKS ARE GIVING A HOMING PARACITE then marines should have a way to remove paracite. Like say a med pack removes it.
OMG I SECOND THE PHASE IDEA!!!!!!!! BUT ONLY IF BLINK WAS GIVIN NO GRAVITY SO YOU COULD FLY!!!! Phase should cost barly any adrinile because you would basicly been seen the entire time Moving at normal rate but you are able to move through entitys!! EXCELENT IDEA!!! good way to stop the spamage. you could run into a marine base phased which is when you would run up to the grenaders and kill them.
Have you been reading the beta forums? (Please don't take that as sarcasm, it is an honest question) The jetpack has been increased in cost, and is higher in the tech tree. Also lerks will be available within the first minute or two in the game.
Aliens and Marines are made to be different, Aliens = slower attacks and powerful. Marines = mucho little damage that adds up.
Just practice with Parasite... parasite is as good as motion tracking, so why make it better?
Well... that has to be the... oddest (I'm trying to be nice!) idea ever heard of... Just a LITTLE overpowered, and you could hide for days.... (You have 50 HP left, "phase" into the wall untill you regen all your healthback, then gogo attack)
While the current JP is more limited than in 1.04, that doesn't mean the 1.1 release will have the same JP properties. So while some ideas are a result of the intent to have a JP counter, it doesn't mean that those ideas won't see some use before 1.1 is actually released.
Well, I've heard all this stuff about making JP use more fuel with HMG, no horizontal movement while you're moving vertical and blah blah blah... It doesn't mean that JPs will be worthless, but means that it will take a little more time to master.
OMG how cool would that be if the fades attack was like the opposing force barnacle attack! it shoots a web or a string and when it hits a marine it drags them to the fade... you know that would be awsome. a Marine running away from a afade and around a corner you see him running, a string thingy like scorpions rope hit the marins back and you see him get dragged abckwards and then a scream >:D
Magitek has something here. I love the grapple idea. It would be a good replacement for blink. I mean it is similar, because it can provide rapid movement (shoot and pull yourself away from the enemy by shooting wall). It wouldn't be instantaneous, because it'd have to "shoot" to the wall. So it isn't fool proof.
If it sticks the marine, the marine should still be able to fire, but he'd be pretty screwed once he is close to the fade, because then he'd get 50-100 dmg per second. You know how the screen twists a bit after a big fall? I think that should be done every second followed by a nice crunch sound (like the marine is getting bitten into as he is being "grappled" at close range by the fade).
I think that is a very nice/creepy addition to ns. Seems like something you'd see in a alien horror flick. "Alright, you deadbeats! Stick together!" 6 marines walk side by side paying close attention to the surrounding area when they enter a large dark room. Comm: "Secure this area, marines!" Shortly afterwards, a scream echos throughout the lavoratory and all the marines turn in the direction of the scream ready to fire, but only a tenticle is seen. The startled marines with their eyes wide open and their hearts racing anticipating hell to come, were ready to flee or fight for their lives. 30 seconds later another scream from the other side of the room while the marines were facing the other way. "Comm! Send some backup asap!!! We're dropping like flies on a piece of ****!" Within 2 minutes, 4 more marines enter the dark large room ready to fight only to find blood trails leading to the darker parts of the room, but no bodies.
Silence /w this tenticle could prove a lethal combination. Marines would have to have good cooperation and teamwork to keep them from being "grabbed" one by one. This would definitely solve the "teleportation" problem, and still provide a quick getaway (in addition to a nice weapon). Celerity might also allow the grapple to fire faster and retract quicker possibly.
Thats the best idea in the universe...U deserve a medal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1. Disguise ability. I simply love it, but you might make it so that the marines get little clues that some1 isn't a marine. 1st. The fade might still play its normal walking sounds unless it has silence, 2nd the fade 'marine' model might look slightly different, maybe the hands would be black or something but that'd be too easy. I also think that the fade should have 2 gestate a bit (like getting an upgrade) and of course this should use 100% adrenaline. When the fade attacks you should hear a *rip* sound and little bits of marine skin should be on the floor where the fade broke out. Too cool!
2. Pull, sounds useful, but I'm not crazy about it.
3. An area of attack ability of some kind, sounds neat.
The problem of JPs.
Skulks can't counter JPs. Skilled Lerks can but they die too easily. Fades can't until 3 hives (unless the mistery attack is pull). The onos may or may not, it depends on the range of stomp and if it reaches units in the air. And a jper could just land ontop of the hive becomming more or less immune to stomp.
In the average game, how far have the aleins progressed by the time marines have JP's? Are they close to getting 3 hives? (enabing acid rocket and webs the two most potent anti-jp weapons available in NS). Looking at the new build tree, and the lower cost of hives, I'd say that an alein team rushing for hives can beat a marine team rushing for JPs. So I think the problem is solved guys.
About the disguise ability, do you think turrets should shoot at a disguised fade or not?
Comments
if its moves are currently:
1: Swipe (offencsive attack)
2: Blink (movement and fits with 'fade' theme)
3: Unknown
4: Acid Rocket (Long range offensive)
it would seem that its only gap is a sort of defensive move. however, the fade is classed as the main soldier... lerk has primal scream, so it can't be any thing like that. upgrades already provide cloaking. seriously running out of options. any wall climbing ability is already taken by skulks.
some one already suggested it, but what about 'stealth'?
lets you move slightly slowly, but invisible, silently, and without being seen on MT? you hold down attack to activate, and it gradually drains energy?
+60% Enhanced Damage
-25% Target Defense
Adds 5-30 Fire Damage
Adds 21-110 Lightning Damage
+75 Poison Damage Over 5 Seconds
+10 To Maximum Damage
Lightning Resistance +60%
+5 To Maximum Lightning Resistance
+3 To Holy Shock (Paladin Only)
Level 7 Chain Lightning (60 Charges)
now ns only needs to be changed to a rpg and it will make sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
[/bored mode]
like a super jump that would eat adrenaline when used
i am thinking mostly to combat JPers which are currently the kharaa's nightmare
but it also could be cool if you just jumped over the guy you are slashing
or does an ability HAVE to be tied to a chamber
i dunno whatever they do i will still probably like it
No no no no no. Not babblers. Lerklers!
give lerks paralyze
The new Fade ability could be: Phase.
I haven't played 1.1 so I have no idea how much this overlaps with the new Blink but the idea for Phase is that (for a reasonably large energy drain) the Fade would become intangible (lasting maybe 5 seconds or so).
In this time, the Fade would be translucent but permanently sparkle with something like the Blink effect; all bullets, grenades, etc. would pass harmless through it and the Fade would be able to pass through entities (maybe even some level geometry?).
It would be the perfect ability for:
x getting past turrets to get the TF into swipe range
x getting past CCs in vents
x avoiding grenades
x etc.
It would be nice to be able to phase through doors as well (but I don't know if it's possible to make just doors Fade-permeable).
If the 5 seconds runs out or the Fade runs out of energy whilst phasing through something, the Fade is killed.
I quite like this idea (shamelessly ripped from Shadowcat of the X-Men), it's probably gravely flawed but I can't see too many problems immediately.
To extend the X-Men similarity, phasing through electrical circuits (i.e. any marine building) would disrupt the function (e.g. switch off TF, stall research). It's not too unbalancing as the Fade would quickly run out of energy and be vulnerable to getting caught "inside" the object.
What do y'all think?
my idea is a more of a defense ability where the fade becomes imprevious to any damage but it is seen and cant attack and uses adrenaline constantly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
A long tendon extends out from the fade for as long as he holds the fire button. It moves outward at the speed of an acid rocket and has a range a little shorter than parasite. If it strikes a wall, structure, teammate, or reaches maximum range, it will immediately retract. If it strikes an enemy, it will drag him towards the fade at a speed mostly dependent on his weight (the speed of a celerity fade for a stock LA/LMG, the speed of a carapace fade for a HA/HMG). During this time the marine's view is constantly being jarred, but he is fully able to operate his weapons and equipment. The fade can move around at normal speed while pulling, but he must maintain a clear line of sight or the pull will be broken.
This ability would strengthen the fade's role as a hit and run trooper/assassin, and at the same time be very unique from other alien abilities. I can see a silenced fade dragging lone members of a squad around a corner and ripping them to shreds one by one. I can see those HA/HMGs lasso'd just as they start to retreat and reload. I can see jetpackers forcibly introduced to a wall of OCs. And best of all (as this seems to be a common complaint by the 1.1 playtesters) I can see grenade spammers yanked away from their comfy armories and given a tour of an Onos's stomach.
Think Alien and the chest burster - yep u got it. Long range impregnator cannon.
Use use all adren to get a one shot on a pesky marine, who after being hit wanders around none the wiser for 20 seconds or so, before exploding in a shower of gibs and out pops a babbler <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This firstly reduces the threat of the lone JPer -but still lets him empty his whole clip before he drops.
It also puts those crazy babblers back in to cause mischeif when they pop out at the marine spawn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Not sure if the marine should be told if he's babberised or not tho.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
NO aleins so far has an extremly fast fireing wepon. I belive the fade should get the hive hand bees that shoot striaght forward and dont home. IT shoudl shoot extremly fast and do low damage. So far no alien has an ability that shoots uber rapid fire. Thier all slow. Acid rocket should be good enmass but the hive hand bees will be good for single targets.
o and about skulks getting homing paracite: this is needed to help the effective ness of paracite. IF SKULKS ARE GIVING A HOMING PARACITE then marines should have a way to remove paracite. Like say a med pack removes it.
OMG I SECOND THE PHASE IDEA!!!!!!!! BUT ONLY IF BLINK WAS GIVIN NO GRAVITY SO YOU COULD FLY!!!! Phase should cost barly any adrinile because you would basicly been seen the entire time Moving at normal rate but you are able to move through entitys!! EXCELENT IDEA!!! good way to stop the spamage. you could run into a marine base phased which is when you would run up to the grenaders and kill them.
Aliens and Marines are made to be different, Aliens = slower attacks and powerful. Marines = mucho little damage that adds up.
Just practice with Parasite... parasite is as good as motion tracking, so why make it better?
I thought entity meant anything "real". My mistake.
If it sticks the marine, the marine should still be able to fire, but he'd be pretty screwed once he is close to the fade, because then he'd get 50-100 dmg per second. You know how the screen twists a bit after a big fall? I think that should be done every second followed by a nice crunch sound (like the marine is getting bitten into as he is being "grappled" at close range by the fade).
I think that is a very nice/creepy addition to ns. Seems like something you'd see in a alien horror flick. "Alright, you deadbeats! Stick together!" 6 marines walk side by side paying close attention to the surrounding area when they enter a large dark room. Comm: "Secure this area, marines!" Shortly afterwards, a scream echos throughout the lavoratory and all the marines turn in the direction of the scream ready to fire, but only a tenticle is seen. The startled marines with their eyes wide open and their hearts racing anticipating hell to come, were ready to flee or fight for their lives. 30 seconds later another scream from the other side of the room while the marines were facing the other way. "Comm! Send some backup asap!!! We're dropping like flies on a piece of ****!" Within 2 minutes, 4 more marines enter the dark large room ready to fight only to find blood trails leading to the darker parts of the room, but no bodies.
Silence /w this tenticle could prove a lethal combination. Marines would have to have good cooperation and teamwork to keep them from being "grabbed" one by one. This would definitely solve the "teleportation" problem, and still provide a quick getaway (in addition to a nice weapon). Celerity might also allow the grapple to fire faster and retract quicker possibly.
1. Disguise ability. I simply love it, but you might make it so that the marines get little clues that some1 isn't a marine. 1st. The fade might still play its normal walking sounds unless it has silence, 2nd the fade 'marine' model might look slightly different, maybe the hands would be black or something but that'd be too easy. I also think that the fade should have 2 gestate a bit (like getting an upgrade) and of course this should use 100% adrenaline. When the fade attacks you should hear a *rip* sound and little bits of marine skin should be on the floor where the fade broke out. Too cool!
2. Pull, sounds useful, but I'm not crazy about it.
3. An area of attack ability of some kind, sounds neat.
The problem of JPs.
Skulks can't counter JPs. Skilled Lerks can but they die too easily. Fades can't until 3 hives (unless the mistery attack is pull). The onos may or may not, it depends on the range of stomp and if it reaches units in the air. And a jper could just land ontop of the hive becomming more or less immune to stomp.
In the average game, how far have the aleins progressed by the time marines have JP's? Are they close to getting 3 hives? (enabing acid rocket and webs the two most potent anti-jp weapons available in NS). Looking at the new build tree, and the lower cost of hives, I'd say that an alein team rushing for hives can beat a marine team rushing for JPs. So I think the problem is solved guys.
About the disguise ability, do you think turrets should shoot at a disguised fade or not?