Alski Syndrome
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- 183
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- United States of America
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- 29 June 2014
Complaint:
-Fade Stab is probably the most useless third hive ability for any life form.
-Timing it takes for the attack to execute is hard to land accurately.
-Too slow of an attack.
-Not worth the opportunity cost of other 3rd tier upgrades.
Solutions/Ideas:
Idea #1 - Fix Timings + Buff
-Reduce Stab delay between command and execution to be closer to that of Swipe, but implement a 1.5 second cooldown.
-Increase Stab's effectiveness vs armor.
-Remove hiss connected with executing Stab ability
Idea #2 - Acid Rockets
-Replace the ability with Acid Rockets to help Fades vs armor.
-Acid Rockets only damage Marine Armor, cost a lot of energy to use, and have a straight trajectory and a medium speed so Marines can dodge it.
I don't think we have any great solutions to the complaints just yet, but maybe we could generate something from discussions. Personally I don't think Idea #1 will make Stab much more viable or attractive for a 3rd tier ability, and Acid Rockets is gonna be hugely unpopular and would require significant balance testing.
NO POOSIE
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- 23
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- 9 June 2014
Stab used to be useful back when we had vortex. Now that we don't have vortex stab seems useless as it goes against the way you usually play fade. And in my opinion it should never be used. And I'm curios as to why it haven't been removed from the game yet. As people will use it. As they don't know better.
In regards to acid rocket it sounds like a way to turn fades in to gorges. And I'm not particular fond of that idea. However. Acid rocket would be a big help versus something like exos.
In many ways I think that the fade is already strong in many ways. While keeping it fair for the marines.
If people can think of a way to fix it. Then I'll be impressed. But looking for an alternative just to have something else seems stupid.
Stab is outdated. And for good reason. But that doesn't mean that something else have to replace it in any way. NS2 is about team work. And aliens already have all the tools they need to win.
For now I would personally like stab removed with no alternative.
For The Lolz
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- 5 May 2013
I dislike the acid rocket idea, I would rather see Stab reworked and become useful... the cooldown will stop it being overpowered and make it more skill based, because if you miss, you have to wait until you can use it again so you're stuck with plain old swipe.
I vote for Altered stab, no remove, no acid rocket.
"Out with the gorge, into the ready room" F4 - iSay
Remove metabolise as 2nd attack (but keep it as the shift key ability) and bring the vortex back as 2nd attack.
NS2 quotes :
"We need an exo ! With gatling and shit !"
"C'mon Onos ! Move your fat ass !"
"I need a medical bag"
"Dude ! Grab your balls and let's push maintenance !"
NO POOSIE
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- Denmark
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- 9 June 2014
Didn't think of it in my first reply.
But now I want vortex back as a second attack. While keeping meta on the shift key. (never understood why meta was on the second attack anyway. Only made me confuse when I had pressed the wrong button by mistake)
I don't remember if vortex was removed before the implementation of biomass. But perhaps get vortex on biomass 6 and then maybe move stab to biomass 8 if needed.
Implementing vortex again would make stab viable. And also make for more interesting and advanced fade play. My only concern is the players who will say this is OP. To which I'm not too sure about.
Vortex might also make adrenaline more viable for fade play as celerity is the most useful now.
We're grumpy
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What vortex version are you talking about? I recall there were two different versions. One preventing the enemy to attack, meaning he wasn't able to hit neither to take damages from the Aliens. And a second version that allowed Fades to teleport on the field (funny ability). None of them were really used so they were removed. However, bringing it back would be quite interesting and we could see more use of this ability, whatever it is.
Stab has always been useless. Keep or remove it, there will be no difference and no big deal.
Yet, something to clear things up. Why would you change those abilities since the current Fade isn't unbalanced, it's even quite the opposite. I'm all for bringing back former capacities but I don't see the point to strengthen even more Fades. And Aliens in a whole.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
B L I N K
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- United Kingdom of Great Britain and Northern Ireland
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- 18 January 2013
What are you fixing with introducing vortex?
Please try and formulate your ideas instead of just going "this is nice"
- Posts
- 31
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- Poland
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- 13 August 2014
Vortex let's you get out of combat after successful or not stab, that's my main reason for getting it back.
There is few more utilities that I can think of.
I suppose opinions of fade players would be best here.
I think we all agree on that : stab works better with a (teleport) vortex.
Why ? Because of stab itself.
Imo stab force the player to be very "static" as a fade, instead of blinking around dodging shots with speed and swiping, making him a very easy target to take down.
The point with the vortex is to allow the fade to go to safety right after the stab compare to a blink - swip - jump which allow the fade to preserve his speed and run away faster.
And like I said and Aimee also point it out, what's the point in having the special alien movement ability as the 2nd attack here with a fade ?
NS2 quotes :
"We need an exo ! With gatling and shit !"
"C'mon Onos ! Move your fat ass !"
"I need a medical bag"
"Dude ! Grab your balls and let's push maintenance !"
IG
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- 18 November 2012
The 1st version of Vortex was very annoying and more powerfull than most people knew, being able to take marines out off the fight, stoping a PG from working or an OBS, was quite strong (off course there was ways to counter it but that dont matter)
2nd version Teleport. At this time it would be far to strong to have that brought back, it wont fix anything, but would make it slightly less balanced for marines to fight.
If there was a change to be made, perhaps change it so that its instant BUT it sorta slows the fade down (not to a complete walk like it used to) and then give it a cooldown, meaning it is not gonna be fades blinking in and out every few seconds doing 160 damage and killing everything. Maybe a 30sec cool down? maybe less, maybe more, would need to be tested.
If fades are having trouble then why is it that it seems to be happening right now?
Why not before? Did fades have an issue with marines say a year ago? I don't recall
anything being different in terms of balance from then and now.
You don't fix something by putting a band aid on it.
By adding vortex you're pretty much ignoring what the issue with stab is.
Nothing should be changed imo, not every ability has to be made viable.
nazi hunter izO
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- Paderborn, Germany
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- 20 October 2013
When Aliens are unable to end a game when they got 3 hives up there's something wrong.
3rd hive abilities are so strong right now, there is really no need to have a new, strong stab. I understand people don't want techs that aren't viable, but you can't balance everything to be equally viable AND you can't give even more power to something that is so strong already. When you have 3 hives then use spores, stomp or xeno, we don't need a 160dmg USEFUL stab on top of that
http://i.imgur.com/hr1ud2u.png
well the statistical balance won't get changed that much tbh since aliens on 3 hives usually have already won the game. Meaning a 3 hive alien team with a marine team that is able to fight back is a really rare situation. So all we can think about if that makes 3 hive aliens too OP or not. I haven't even a real idea if all tech marines vs all tech aliens is balanced in general.
But with exos and jetpacks stomp is basically disabled, and exos are not effected by spores either. So what do aliens have to deal with like... 2 minigun exos at once? I believe in situations like that aliens might need a buff (with the new stab maybe?). However that is on the assumption that all tech marines are stronger than all tech aliens
Ram Ranch
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- 319
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- Sundsvall, Sweden
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- 3 November 2012
I just want to know one thing, why did Stab even got implemented in the first place? It was never in NS1, and why should it be in NS2? Feels like a (sorry to say retarded) "feature" that was never really talked about.
And yes for solution back to NS1 with acid rocket, what i remember i never say people complain that much about it! + it brings back some fun into the game with fade.
Right now its just use meto and swipe ... real fun - . -
Or like Wob said "Fix stab so it's actually managable to use in fights"
nazi hunter izO
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- 368
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- Paderborn, Germany
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- 20 October 2013
Can you people please think about BALANCE instead of just trying to make some things more viable? What do you think an instant 160 damage ability would do to this game? Marines are having a real hard time to stay in the game when aliens are on 3 hives, it rarely happens that marines manage to come back into the game, because stomp is op, spores are op, xeno is op. Now think about what happens when fades can suddenly do this insta-160dmg-stab thing. I don't think I'll have to explain this further, because it's really obvious.
I can only repeat what has been said so many times already - don't change things for the sake of change, BALANCE the game. If people don't want the unchanged stab to stay in the game then so be it, remove it. Although I don't see the point in removing an ability only because it's rarely used, it would just create a bigger gap between compmod and vanilla ns2 again.
We really have more pressing concerns than stab, just saying..
http://i.imgur.com/hr1ud2u.png