Help - Search - Members - Calendar
Full Version: Fade/skulk
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
NolSinkler
Well, the reasons are:

First, I wanted different feedback for each alien. This way, they can more effectively get feedback.

Second, I didnt want to make one mosterous post.

There you have it.

So, we start with the fade.


The fade has moved from harassment into the hit/run category. The fade needs attacks that suit that, such as blink and metabolize. However, metabolize, in the form it is now may be too strong.

Fade: 250/150 health. 66 resources. 290 units/second. The fade has a built in 20 health/second regeneration. Attacks: Swipe: 95 damage. RoF: 1.1/second. Uses 6% energy. Blink: Blink will multiply the fade's speed by 4 (no more nonsensical built-in jumping). Uses 5% energy/blink. RoF: 20/second. Acid Rocket: 50 damage. Uses 20% energy. RoF: 1/second. Now AR is back to its former power, and is available 1 hive earlier. Primal Scream: Uses 70% energy. Raises the speed of any alien within 750 units of the fade by 35%. Also, gives aliens a 75% boost in energy gain, a 50% boost in RoF, and a 50% boost in damage to all attacks when within 750 units of the fade. Lasts for 8 seconds. RoF: .25/second. Gains 33, 33 and 34 armor with each level of carapace.

So, the fade has 50 less health. But then its resource cost is raised to 66. Now, you may be thinking, "NolSinkler, are you crazy or something?", but there is more to it. As of right now, the fade is overpowered. But, swipe gets a 15 boost to damage. Also, the fade travels at the speed of the current skulk, and blink is much faster, with no stupid jumping. The fade has a built in metabolize of sorts, without the energy gain. Then, the fade gets AR at hive 2, with double damage and energy consumption, just like it used to be. Finally, the fade gets a super PS as his last ability.

__________________________________________


Skulk: Right now, the skulk is too weak. It needs a buff. If a marine and skulk fight, with the same amount of skill, the marine will win probably 3/4 of the time.

Skulk: 70/20 health. 340 units/second (so the skulk is still faster then the fade). The skulk can wallwalk. Attacks: Bite: 75 damage. RoF: 1.25/second. Uses 5% energy. Leap: Uses 22% energy. RoF: .88/second. Does no damage. The skulk triples its speed, and leaps while doing this. Parasite: Uses 20% energy. RoF: 2/second. Does 20 damage, and parasites a marine. A parasited marine will always show up on hive sight. Also, it will show his health/name/class/weapon when you look at him. Xenoside: Uses 70% energy. RoF: .1/second. The skulk explodes two seconds after using the attack, doing 300 damage to all marines around him. The skulk gains 10 armor with each level of carapace.


So, the skulk is improved at ambushing, and attacking in general. Parasite kills won't be as laughed at, so the marine can retain some self-esteem. Also, leap is available at hive 1, with no damage and a higher energy cost. Xenoside can now always kill a LA marine, even if it has armor 3. However, HA marines can survive.


Well, that ends my suggestions on aliens for today...
Ripur
The Fade was billed as the Kharaas Warrior class well suited for taking on squads of marines and doing serious damage to outposts.
I feel your suggestions are very well suited for this role and makes the fade more kickass, but not as noob friendly. thumbs up to that!

As for the skulks, i'm worried moving para back to second hive would discourage its use. As of now, not enough people use para early game, and that is so agrivating. It's a freaking wall-hack for christ sake and you never see anyone use it. What you do see is nubs chraging rines head on instead of playing smart.
I think para and leap should stay where they are, xeno get the damage boost, and we have a training video for all the noobs showing how useful parasite is early game.

Also, skulks may be more effective killing rines with knock-back being tweaked.
The_Dot_of_Death
I want a logical reason why the fade swipe deals more damage the a giant horn mounted on a organic tank (aka: Onos)

This will also have focus fades insta killing level 1 armor...
Ripur
is insta kill lvl1 armour a bad thing?
it is a 60+ res creature, with a rarely used chamber.
The_Dot_of_Death
Remember, devs want it balanced in BOTH co and ns...
m0nk3y
your nuts, by the time alien team gets fades to harass the marines, the alien team will be pinned down by heavies, JPers and all sorts of nasty things so the cost should be lowered.

the fade hp/armor right now is hardly enough for when the marines are corned down. if you make the fade do more damage, the BIG giant cow should do a lot more.
Sky
Dear god, leap at hive 1? MC would be a viable first chamber, actually any chamber's upgrades + leap = death for marines early game. Leap + focus (eesh), leap + silence, leap + celerity, leap + adren (jumping from floor to ceiling to wall continuously confuses the hell outta marines....). Higher adrenaline cost or not, leap is still really effective. Plus if it's moved to hive 1, I'll have to relearn all my fastswitching sad-fix.gif

And I don't know if I love or hate parasite being an actual weapon....
NolSinkler
Yeah, MC would actually be used first. This would make skulks BETTER than marines at hive 1 (most likely, not neccesarily). Aliens were always supposed to win 1 vs. 1, but if the marines work together THATS when they win. Of course, now its the opposite.

Fade would, in fact, go down faster, due to the fact that they come 16 res later into the game, and the fact that they have 50 less health. However, the fade would be able to be used more powerfully (I hate the fade's new blink, where you jump around at a faster speed...how dumb). Right now (right now, not in the suggestion) a skulk leaps faster than a fade blinks. That makes no sense to me, blinking is supposed to be teleportation.

Skulk needs a buff. In my suggestion, they have 120 health, instead of 90 health. Also, they gain 30 more armor with carapace, so that brings them to 180 health. Thats 50 more health then the current carapace skulk.

And, since fades are nerfed in the early game, they are buffed in the late game. An AR that does 50 damage again, and uses 20% energy. That's the same as the acid rocket in 2.0, and 3.0 beta 1. They also get primal scream, and it is much more powerful.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.