I agree this could help against the "near-invinicble Fades", but you have to keep in mind the players who stay skulk the whole game. The skulks are already weak near the end game, and this idea would just make them more useless.
So aliens should be punished for spending their points? What else are they going to spend their points on?
3rd hive abilities aren't worth buying if you're going fade or onos. Once you hit fade and have metabolize, you have five points to spend. They have to go into upgrades. Or what about Lerks? Even if you buy primal scream, you're still going to put five points into upgrades. Upgrades are pretty much the only thing skulks can put points into if they want to stay that way and they can't compete when the marines get to higher levels and you want to make them less effective?
I think a bigger step to balancing fades would be adjusting focus to drain an amount of energy per swing proportional to the rate of fire. Instead of the normal cost, which is almost always recoperated before their next swing. It'll give them a few less points of energy to make thier escapes.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think that the more upgrades an alien has the less potent their effect is.
It would help against the near invincible fades, and tone down early game superskulks a bit.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't see the point where it would make fades weaker.
Celerity less effective? I could live with that. Adrenalin less effective? No problem. Focus less effective? This is why fades are so dangerous but what should be changed? Make it impossible to kill AU 0 marines?
All other upgrades are not important for those "superfades" so what we have is "focus" to be changed.
And think about skulks and lerks. They would be much weaker than they already are.
The problem with fades is blink. Nothing else.
A fade that can't "hit and run" goes down to 2 marines in a few seconds. With weapon upgrades and shotgun maybe one second.
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
what the hell is this topic doing in the beta discussion forums? Didn't we agree in vet forums that this sucked? The greater your level, the more you are punished. Good game.
Hey, why not just increasing the costs for the second and third upgrade in a category. The first upgrade still costs one point, while the second costs two. So if you want to have regen and cara you have to pay three points.
How about we nerf marine upgrades too. I mean, those lvl 3 weapons absolutely destroy all alien lifeforms except the perhaps really good fades and lerks.
And what about that armor? It's really hard to kill an HA/lvl3 armor marine as a skulk. Especially if someone is welding him.
I say we just remove upgrades completely. You're limited to level 0, no upgrades, both sides.
<!--QuoteBegin-Ahnteis+Mar 15 2004, 05:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 15 2004, 05:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about we nerf marine upgrades too. I mean, those lvl 3 weapons absolutely destroy all alien lifeforms except the perhaps really good fades and lerks.
And what about that armor? It's really hard to kill an HA/lvl3 armor marine as a skulk. Especially if someone is welding him.
I say we just remove upgrades completely. You're limited to level 0, no upgrades, both sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ....Simple....yet brilliant!
Comments
3rd hive abilities aren't worth buying if you're going fade or onos. Once you hit fade and have metabolize, you have five points to spend. They have to go into upgrades. Or what about Lerks? Even if you buy primal scream, you're still going to put five points into upgrades. Upgrades are pretty much the only thing skulks can put points into if they want to stay that way and they can't compete when the marines get to higher levels and you want to make them less effective?
It would help against the near invincible fades, and tone down early game superskulks a bit.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't see the point where it would make fades weaker.
Celerity less effective? I could live with that.
Adrenalin less effective? No problem.
Focus less effective? This is why fades are so dangerous but what should be changed? Make it impossible to kill AU 0 marines?
All other upgrades are not important for those "superfades" so what we have is "focus" to be changed.
And think about skulks and lerks. They would be much weaker than they already are.
The problem with fades is blink. Nothing else.
A fade that can't "hit and run" goes down to 2 marines in a few seconds. With weapon upgrades and shotgun maybe one second.
And what about that armor? It's really hard to kill an HA/lvl3 armor marine as a skulk. Especially if someone is welding him.
I say we just remove upgrades completely. You're limited to level 0, no upgrades, both sides.
And what about that armor? It's really hard to kill an HA/lvl3 armor marine as a skulk. Especially if someone is welding him.
I say we just remove upgrades completely. You're limited to level 0, no upgrades, both sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
....Simple....yet brilliant!
I say we keep it...