Upgrade Levels

ChronChron Join Date: 2002-11-03 Member: 6185Members
<div class="IPBDescription">do they even work?</div> At level 1 carapace, my skulk is 70/30. At level 3 carapace, my skulk is 70/30. At level 1 enhanced sight, I can see the same as level 3. at level 1 celerity, I can move just as fast as level 3(or so it seems). Whats the deal?

-A

Comments

  • MoebiusMoebius Join Date: 2002-08-01 Member: 1045Members, Constellation
    at level 1 cloak you are visible at level 3 cloak you are totally invisible
  • standard1standard1 Join Date: 2002-10-02 Member: 1408Members
    th armor value is the same at all levels, but the damage absorption is higher at the higher level.
    l1 carapace - 40% damage absorption
    l3 carapace - 60% damage absorption

    you dont notice it on the skulk as he doesnt has much armor. but you really notice l3 carapace on fade for example.

    same goes for the other evolutions. the higher the level, the more speed/faster regen/less noise etc. you get.
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    Since a lot of people never bother to do the math on carapace:

    Past level 1 is worthless (or almost worthless) for all kharaa except the lerk.

    Lerk has 60 life / 50 armor 30% absorption at level 0. After taking 86 damage, you will be at 0 hp, 24 armor.
    Lerk has 60 life / 75 armor 40% absorption at level 1. After taking 100 damage, you will be at 0 hp, 35 armor.
    Lerk has 60 life / 75 armor 50% absorption at level 2. After taking 120 damage, you will be at 0 hp, 15 armor.
    Lerk has 60 life / 75 armor 60% absorption at level 3. After taking 135 damage, you will be at 0 hp, 0 armor.

    57% more damage to kill you, very nice. Still, I prefer regen for lerk hit-and-run attacks on turret farms. If you've got defense chambers nearby, however, the carapace upgrade is well worth it.

    Skulk: 70 hp / 10 armor, 30% abs. 80 dmg and you're dead.
    Skulk: 70 hp / 30 armor, 40% abs. 100 dmg and you're dead.
    Skulk: 70 hp / 30 armor, 50% abs. 100 dmg and you're dead.
    Skulk: 70 hp / 30 armor, 60% abs. 100 dmg and you're dead.

    Onos is the same - he gets a 50 armor boost from carapace and that's it. For an Onos, that's an upgrade of 8%. Please don't get carapace as an Onos. With the regeneration changes, the Onos gets a ludicrous amount of life back per second. Or stick with redemption. The 2 extra lmg shots you'll survive as a skulk isn't a bad deal, especially since regen is slow and redemption is nearly worthless as a skulk.

    Since you mentioned the Fade:

    Fade: 200 hp / 125 armor, 30% abs. 286 dmg = 0 hp, 39 armor.
    Fade: 200 hp / 150 armor, 40% abs. 334 dmg = 0 hp, 16 armor.
    Fade: 200 hp / 150 armor, 50% abs. 350 dmg = 0 hp, 0 armor.
    Fade: 200 hp / 150 armor, 60% abs. 350 dmg = 0 hp, 0 armor.

    So having carapace at level 1 is a 17% boost. Getting it from 1 to 2 or 3 is a 5% boost, which I doubt you'll ever notice. Gorges look about the same. For the most part, the carapace upgrade is only worth the increase in armor, not the increase in absorption. Both health and armor are healed from defense chambers and regeneration, so there's no advantage of losing more armor over health. 22% increase as a Fade isn't shabby, but they regen rather quickly now. That's a personal preference, and usually depends on the availability of defense chambers, hives, or gorges to heal.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    I think you're a little off there shadowdrgn. I'm not sure about this, but I <b>THINK</b> that higher absorbtion in armor actually eliminates some damage, ie: an attack normally doing 20 damage takes away 15 armor and 5 health. You can really see this principle in action with the heavy armor marine. I believe someone did a test with acid rockets and a HA marine (it's in another thread soomewhere). The marine has 100 health, 260 armor, and presumably a large amount of absorb. Acid rockets do 60 damage per hit, and this was even confirmed using the draw damage thingie. It took 11 direct hits of acid rockets to kill the HA marine. This would normally be a total of 660 damage, but the HA marine had only 100 health and 260 armor. Hmmm....
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    Interesting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I don't have 2 computers set up to test, or my own server so I don't know. I wasn't under the impression that armor absorption made any of the damage "disappear," but it's quite possible. Counter-Strike does it, so it's not uncommon. Got a link to that thread, or has anyone else tested this to see?
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=10740' target='_blank'>here's</a> the thread.
  • JA1numJA1num Join Date: 2002-11-06 Member: 7261Members
    wat thread? btw,who cares whether it's upgraded or not!? sifnt just grab onos and <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> them all
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I don't think redemption works for the Onos, due to his large hull size.

    Skulks <b>do</b> get an armor bonus for having level 1 carapace, but you neeed to heal in order to see it. Evolve carapace near a hive or defense chamber and your higher armor value will be healed up.
  • BarbarianBarbarian Join Date: 2002-11-05 Member: 6967Members
    <!--QuoteBegin--ChromeAngel+Nov 13 2002, 04:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Nov 13 2002, 04:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't think redemption works for the Onos, due to his large hull size.

    Skulks <b>do</b> get an armor bonus for having level 1 carapace, but you neeed to heal in order to see it. Evolve carapace near a hive or defense chamber and your higher armor value will be healed up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh, redemption works for the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->, you just get stuck in a wall half the time when the hive yanks you back.

    Carapace + Adrenaline is much better for onos.
  • Y3tiY3ti Join Date: 2002-11-09 Member: 7853Members
    I think the marines Upgrades should be looked at,

    At
    level 0, you spawn with 50
    level 1, You spawn with 50
    level 2, you spawn with 50
    level 3, you spawn with 50

    Ha goes as such

    level 0, 200
    level 1, 230
    level 2, 260
    level 3, 290
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    LA (or normal armour) and HA behave differently to upgrades.

    With light armour, the absorbtion rates are correct, but whenever you spawn you always have 50 armour. To get the correct maximum, you need welding.

    With HA, absorbtion is fine. It doesnt increase its total armour retrospectively ( i.e. an existing HA armour doesn't increase when you upgrade, its needs welding to reach its new maximum), but any new HA dropped has the correct value.

    Having to weld every LA to get its correct maximum is a 'feature' at the moment. Don't know if the Devs want it staying like that or not (or if it is in fact a bug).
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