Idea For Combat
CommunistWithAGun
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
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...