Alski Syndrome
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- 29 June 2014
I believe that example he's talking about was from a PCW between his team and Get Spit On/Nanobytes. I remember spec-ing it. They rushed 4 onos's to hub on tram to crush the gate vs 2 split Exos and maybe an HMG marine + I think a late LMG marine and lost the engagement. Marines managed to even keep one of their Exos up (or at least rebuy) if I remember correctly. 4 Onos's dead to 2 Exos + HMG :/ GGs afterwards.
B L I N K
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- 296
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- United Kingdom of Great Britain and Northern Ireland
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- 18 January 2013
Yeah it's ridiculous to assume that 4 onos can run into any room in the game (Because hub is one of the most marine friendly rooms) and win. That would mean that aliens are too OP, not that exos are too OP because you lost.
Saltier Skulks
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- 22 November 2012
What is the time to kill an onos with an exo vs shotty vs hmg vs lgm when you factor in reload? It takes a whole team to take down an exo and you need to force the beacon to get him alone. Exos only cost 15 more than a shotty or HMG. They are so good and so cheap.
when a marine drops a grenade and you pick it up you generally have no idea which grenade that is. I guess you could see at the symbol but you don't rly look at that small symbol at the bottom. Is there a way to make that better visible?
nazi hunter izO
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- 368
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- Paderborn, Germany
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- 20 October 2013
Stop the bm wob, these people are doing their best to improve the game!
Jeeeeeeeeeeez all this bm lately, I can't figure where it's coming from
http://i.imgur.com/hr1ud2u.png
I think if you use exos correctly they are strong already
nazi hunter izO
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- 368
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- Paderborn, Germany
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- 20 October 2013
That's why they need to be balanced :P
They can be way TOO strong IF used correctly...
http://i.imgur.com/hr1ud2u.png
Neither, they cannot gate nor beacon. The only thing currently different about exos in cmod is their p-res and t-res costs. (and actually I think we reverted that damage buff they received in vanilla)
- Posts
- 131
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- Germany
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- 16 November 2013
I want something like the cannon in ns2 combat / railgun in quake 3.
Why not just remove exos? They feel really shoehorned into the game and their damage output is ridiculous to the point of being broken. Nerf their damage though and there's no reason to buy them. Not sure what they're still doing in comp mod.
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- 131
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- Germany
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- 16 November 2013
I'm in favor of diversity , so don't remove anything, just add new things!
An automatic shotgun, what could go wrong?
Alski Syndrome
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- 183
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- 29 June 2014
I wanted to hear what people thought about giving Fades a little more buff. In my opinion Fades are a little broken atm. They're a little too squishy. They are easy as hell to 1v1 with shotguns and meds. You can land 4 swipes in a row against W2/A2 and be outmedded to death. I honestly feel like having celerity is much better than carapace for survivability. Playing against good players, you have to play so cautious its not even fun. Two shotgun meatshots and your practically dead, so you end up going in for a swipe and get meatshotted and run away to heal. God forbid, you blink through a room with two shotgunners that meatshot you and your almost certainly instakilled.
The reason I bring this up is because I was watching some old comp matches last night and Fades were sooo much more effective on field. They were quicker with shadow step and ground movement speed, they could do structure damage, and just seemed more fun to play (probably a little overpowered tbh). I'm not saying we need to revert back or make dramatic changes, but I think there are some things we could do to improve Fades. I'm not really impressed by any NA or EU player's fading abilities atm and I think its mainly because of how ineffective on the field they feel right now.
For starters, I think increasing Fade's ground movement speed would make them a little more tougher to kill. Another thing I think that could help would be reducing the energy cost of blink, so that fades can dodge and attack more effectively, without worrying so much about using all your energy. I also privately hate that Fades can only hurt structures with no armor, because a lot of the time when Fade's come up you only have 1 Skulk on the field that can yolo on structures. Maybe we can raise structure damage on armored structures up a small amount.
EDIT: I think what these changes would do is raise the skill ceiling for Fading, giving them more maneuverability and energy to work with, while at the same time keeping it balanced for lower skill levels by not directly buffing health.
I'm just throwing out some ideas and want to have a discussion about Fades. What do you guys think?
Div2orDisband
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- 46
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- Bruges, Belgium
- Joined
- 6 April 2013
I think decreasing the energy cost for blink would be the best way to give the fade a small buff. I'm all for it.
Having said that, is this mod actually still being worked on? Something brewing for next season perhaps?
ELOgain
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- 44
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- Germany
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- 31 March 2014
I would like to see/test, remove cooldown of blink.
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- 67
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- Milwaukee, Earth
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- 24 February 2013
Well I can tell you right now that giving fades structure damage back would not be a great option. Comp play back when the fade ball was the meta was extremely stale.
I do agree the fades are squishy right now but not to the point where I would like to see a change. I've basically been inactive for the last season aside from the occasional match but from what I have seen, fade play hasn't really changed.
The beauty and the curse of high level fade play, at least to me... was all in the teamwork. During the training period for the World Cup, rant and I kind of developed our own version of fade teamwork without really consciously thinking about it. I would typically be the fade that would go in first... landing a swipe here and there while tanking bullets, where rant would work on swiping and killing the marines shooting at me. Since Rant had a higher swipe accuracy than I did, it worked out well this way.
As far as the 1v1 situations go, it comes down accuracy and individual choices. Fades will typically back off after taking one full meatshot. If you do choose to stay after losing most of your armor... you have to be confident enough to know every swipe needs to land. If you miss after making that choice, you will probably die. Typically the fade will not immediately solo a single shotgunner with meds. Most of the time, the fade will land a swipe or two, retreat and heal with regain, and re-engage. Some fade players have learned a quick swipe pattern by bouncing back and forth quickly around a marine... but you can still eat mqatshots. It's probably the best technique for solo engagements I have seen. Tap is one of the better fades I have seen that like this approach.
tl;dr I don't see any problems atm.
Pell-Mell
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- 24
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- United Kingdom of Great Britain and Northern Ireland
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- 3 May 2014
Please no alien buffs, fades are fine, like Joshhhy said if you rely on teamwork and focus the same marine you have no problems. The amount of alien win's in competitive is ridiculous, in division 3 and 4 getting a marine win is almost unheard off when facing teams of equal skill. In division 2 it is possible to get marine win's but if you lose your alien round you feel like you have fucked up. Even in division 1 aliens wins seem to be more common (d/y vs chams was mainly alien wins apart from one round).
Also increasing the fade movement speed without increasing the speed in vanilla will make it even harder for pub players to make the jump to competitive, as for them fades will now have completely different movement to what they are used too.
REFORMED
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- 141
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- no., Iceland
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- 17 January 2013
only thing I support is buffing their movement speed & a tiny health increase, I don't want another fade ball.
Not talking huge differences, fades walk almost slower than arcs.
can't you just replace stab with shadowstep and ofcourse bring shadowstep to a biomass level where fades can actually use it
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- Canada
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- 9 July 2014
I do like the idea of bringing back shadowstep, it could help fades become more effective by using a different playstyle
The Expendables
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- United Kingdom of Great Britain and Northern Ireland
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- 22 February 2013
Pretty much agree with RolliePollie. Yes, fades are relatively squishy, but there are ways to play around that. Sure I absolutely LOVED some of the previous iterations of their movement (and miss them every day), and the better structure damage, but it was all OP as fuck. The only-alien-wins situation in the lower divs really doesn't need to be made worse.
That being said though, some small relatively meaningless "quality of life" change would be nice. At first I was thinking walk speed with slow accel to still punish you for screwing up your bouncing, but it'd have to be limited to just.. be meaningless if you turned at all, to not buff close combat dodging, so that'd be pointless. I don't know.. Nothing comes to mind which would be reasonable, useful, and not buff them in combat. Also an actually useful final ability would be interesting, but something useful which doesn't meaningfully disrupt the balance seems unlikely.