Focus
coris
Join Date: 2003-07-08 Member: 18034Members, Constellation
<div class="IPBDescription">A suggestion</div> I think focus is destryoing combat atm, so I though; why not make focus work like redemption?
Make focus have a % of chance scoring the double attack-damage, and bite at the same speed as without focus.
lvl 1 focus 33% chance
lvl 2 33*33%
lvl 3 33*33*33% or something like that, dont know really. Well, thoughts?
Make focus have a % of chance scoring the double attack-damage, and bite at the same speed as without focus.
lvl 1 focus 33% chance
lvl 2 33*33%
lvl 3 33*33*33% or something like that, dont know really. Well, thoughts?
Comments
How about 20+20+20% chance. 60% chance for critical hit isn't too bad.
In either case, it would actually be better than now.
However, level 3 of any Alien upgrade is the most common by a long shot. It's vital to the current balancing of Focus that your overall attack power is largely unchanged, just concentrated into fewer bites. This would simply give aliens +60% damage potential. Focus would suddenly become a great building destroying tool as well as devastating for marines.
I admit that only having the % chance would be comforting to Armor0 marines who then would have a chance of surviving the first blow anyway, but all other marines and marine structures would experience a markedly reduced lifespan.
Might be a bit hard to balance out though, maybe making lvl3 focus make lvl3 armour to lvl1? Something similar.
Currently, in the early game, both are so powerful as to be nearly unbalanced. But in the mid to late game, once the marine counters are in place, both tend to be pretty unimpressive.
Currently, in the early game, both are so powerful as to be nearly unbalanced. But in the mid to late game, once the marine counters are in place, both tend to be pretty unimpressive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's exactly the case. Armor 1 negates the 1 chomp kill, but you're still pretty vulnerable cuz the next bite from anything and you're dead. Armor 2 solves that problem completely. And if you're talking combat games, what marine DOES NOT get armor 2? They really have no choice.
They're great in the first 2 minutes of a game, but after that, personally I consider them more of a hinderance than anything else. Or as BobTheJanitor put it, a novelty. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
- Zues
Currently, in the early game, both are so powerful as to be nearly unbalanced. But in the mid to late game, once the marine counters are in place, both tend to be pretty unimpressive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's exactly the case. Armor 1 negates the 1 chomp kill, but you're still pretty vulnerable cuz the next bite from anything and you're dead. Armor 2 solves that problem completely. And if you're talking combat games, what marine DOES NOT get armor 2? They really have no choice.
They're great in the first 2 minutes of a game, but after that, personally I consider them more of a hinderance than anything else. Or as BobTheJanitor put it, a novelty. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
- Zues <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Focus is great stuff.
Just wait till you gets see your first effective focus fade (in classic), then I would like to see anyone call focus useless.
lv1 1-2/3=1/3=33.33%
lv2 1-(2/3)**2=5/9=55.55%
lv3 1-(2/3)**3=19/27=70.37%
?
And i hate anything random, we have enough random crap atm with the welder...
And i hate anything random, we have enough random crap atm with the welder... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The welder is fine.
I just want to give all the focus-leaping skulks a little harder... It really sucks to be the only skulk in combat who's without focus.
I also don't like that combat is so extremely focused on focus (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), it seems like it's an must-get for most of the people, and that imo makes the gameplay a bit boring, but that on the other hand might just be me :O
Edit: Er, wait, I got my percents wrong. Level 1 Focus is +7% so 7 was sticking in my head, Lvl2 is +0%, Lvl3 is -20%. So this change would flat out double the damage dealt by Lvl3 focus (from 80% of normal to 160% of normal).
If it's welding armor....well, it doesn't have much impact.
If it's welding structures....there's no change in welding speed with the new RoF. It always remains the same. Try testing with a catpack and see if it heals 2x more faster ^^
On the topic of making Focus much more usefull....I really don't know. Right now Focus seems VERY powerful to need any boosts....maybe except RoF but I don't see why....atm it's quite balanced due to the fact that:
a) Lerks can't one-bite KO
b) Lv. 1 armor negates Focus. Making armor upgrades viable.
However, point b) is what makes it a double-edge unlike other upgrades....because if Lv 3 Focus can't kill Lv. 1 armor in one bite, then SC first in a pub game is a 1:30 chance of winning.
But if we make it so it kills Lv. 1 armor in one bite...it's unbalanced....
See, this Focus thing gets really hard to fix.
On classic: Focus really isnt a problem in Classic. For myself at least, one of the first things I do as commander is get Armor 1. It really makes marines significantly more effective. Once that is dealt with, focus is only annoying in the hands of a very skilled skulk, such as those talented at Leap/Bite.
On combat: Focus is almost a necessity. Or is treated as one. I personally do not get it usually because I generally play fade or onos, and do not like focus with those classes. However, almost evey alien gets it as their first upgrade. On the other hand, most marines must focus on weapons first, because otherwise there'd be no whining about Focus. My first upgrade is ALWAYS armor 1. Even so, I'm willing to admit the possibility that Focus is broken in Combat.
So, it's broken in combat, but not broken in classic. The obvious solution: fix it in combat only.
Suggestion: Make focus cost 2 points for skulk and lerk, but 1 for all other classes. I guess you'd have to include Gorge, otherwise people would go gorge, spend 1, go lerk. For fade and onos, keep it at 1 point. Particularly with onos, Focus become more of a burden than a help.
So in short, Combat Focus Cost:
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<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> - 2 points
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> - 2 points
Lerk - 2 points
Fade - 1 point
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> - 1 point
[EDIT]
Heh, its limited to 3 emoticons or I would have used all icons.
[/EDIT]
The effect would be the same then, except heavy armor would get hit harder and faster, and structures would get munched as fast as by a normal skulk.
For classic focus is junk unless you go for a two minute victory. It's either very powerful early on (but quickly nullified by armor 1), or it comes at a point where it doesn't really matter any more (3 hives).
What the author of this thread is basically suggesting is that focus is turned into a "critical strike" thing. You have a percent chance to do increased damage. Hmm ... 15% chance to do at lvl1 2 times damage, lvl2 3 times damage, and at lvl3 do 4 times damage ... (War III blademaster)
I really have no ideas as to how focus could be changed. To me it's a combat only ability, as is all sensory really. First the game must still be changed to make sensory a more viable hive one chamber. Then you can worry about balancing/changing focus.
Theres no need to put a level requirement on focus... A skulk can get focus first level, a marine can get armor 1 first level. A skulk gets cloaking first level, a marine can get scan first level.
Most marines are going to end up with an armor level of something eventually, theres no reason not to get it on your first level. If a marine wants to go straight to an HMG, then he's taking a risk of getting owned by focus until he gets armor 1. It's that simple. He doesn't have to skip armor 1.
You might need to tweak those numbers a bit. The effect on LA with those numbers is that 2 bites (3 for lerk) will always kill a marine with no medspam, but if he does get medspam his armor will last a lot longer. The effect on HA would be that it takes just as much damage to kill as normal, but welding the HA has no effect unless he also gets meds.
Since your not actually dealing more damage, the fire rate of focus could go up. Maybe from -20/40/60% speed to -10/20/30% speed?
I think the marines need to learn to adapt as a team!!! even in combat. The first upgrade I get is always armor - because of focus. Now, if the rest of my team also got armor, then we would all be 2 bite kills again, and wouldn't have anything to complain about. Get your uber godly shotguns at level 3 instead of 2 or perhaps even level 4!!! and quit whining about focus. Once you have tried that a few times, come back here and tell me how uber focus is.
"OMG!!!I CNT HAVE HMG IN LVL3!!!!!ONEONEONE1111ONROENONEON1" <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->