Marine armour vs carapace

finemanfineman Join Date: 2012-06-24 Member: 153620Members
Armour #1 upgrade should be buffed.

Marines with no armour upgrades die from 3 skulk bites; with armour #1 they still die in 3 skulk bites. So the only difference (ignoring vs. lerks/hydras etc) is after 2 bites you're on 50hp instead of 10 hp. I think armour #1 should let a marine survive 3 bites, especially since carapace has been buffed (in build 212).

In the 20 or so games I've played, alien comms go for leap and carapace before any other upgrades, making marines hopeless against skulks until they get some upgrades.

Nerfing skulk bites so that they still kill vanilla marines in 3 bites would have the same effect, but this would make killing RT's even more boring.

Anyone disagree?

Comments

  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Armor 1 is fine, it changes 2 very important things:

    -It takes 3 swipes from a fade to kill instead of 2
    -It takes 3 bites from a skulk instead of 2 bite+a parasite


    Armor 2 bumps it up to 4 skulk bites, I fail to see how marines need more than that. The main problem is the fact that aliens can get leap <1min into the game, but that is being addressed next patch I believe by tying leap/t2 abilities to the 2nd hive.

    Your third point is very confusing:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Nerfing skulk bites so that they still kill vanilla marines in 3 bites would have the same effect, but this would make killing RT's even more boring.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They already do die to 3 bites?
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    I can easily see how you came to that conclusion but I disagree. 10hp is a critical amount because it's the amount of damage you take from being parasited. This means skulks actually only need to parasite you and bite twice. Parasite can be done at range, so armour 1 lets you survive that and means you actually do take 3 bites to be killed, which traditionally is a massive help in the early game (going right back to NS1). So there is a long history and well tested mechanic behind that magic 10hp.

    Unfortunatley the past couple of updates have made skulks very overpowered with early access to leap and even more benefit from carapace in this build. Skulks are doing frontal assaults like nobody's business. People aren't using parsite as part of their attack because they can move in so fast and just chomp you down anyway.

    Hopefully the rest of the game will get back in to balance with that core mechanic.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    This guy's only played 20 games. Play some more man and you'll see things are fairly balanced in the perspective of armor.
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