Cara increasing hide armor doesn't sound that bad. But you may become the same problem of skulks being to strong early and to weak late. (Or like it is right now, to strong early and right in late game.) Also a durability increasing upgrade will nearly always be the first choice, if you are not forced to take other upgrades. (NS1: celerity because of bigger maps)
I say again, scrap cara. Replace it with focus. Add a plain armor increase per upgrade you evolve. No matter what upgrade it is. If you have 3 Upgrades evolved, you may have +30 armor or something. This way skulks scale better from early to late game. And we also don't need this "only 1 upgrade per tree" mechanic anymore.
Also Cloak is not useful. It is good, that you can see a moving cloaked alien. But the slowdown isn't necessary. Cloak right now makes you more difficult to track and this is ok for an upgrade. But the slowdown completely negates the effect of being more difficult to hit. Rendering the upgrade useless.
Feign Death should be counter able by shooting the corpse and the alien should decide for itself when it wants to come back to life.
Having cara do hide armor modifying would be bad imo. The game already has too many different damage modifiers that are completely invisible, unintuitive and always confusing to people who have not researched them.
It should always be different from Regeneration. The way it currently is means you have more sustainability in the short run, so while you're being fired at. But regeneration allows you to sustain yourself in long fights or during harassment.
Carapace the way it is now is probably the best way. The only thing you could change is adding back levels like in NS1 to be able to balance it out better. Make shells cost 0 resources but make the upgrades 5 or 10. That way you have to spend 15 or 30 to get to level 3 carapace. It also prevents marines from rushing in and taking out all the alien's upgrades. But a marine can still weaken the aliens by reducing the levels of upgrades they have.
In my opinion, the idea of regeneration is lame and its uses are questionable. Can a gorge increase your armour? No. So why does regeneration take jerbs away from hard working gorges?
In my opinion, regeneration should become somewhat like the old frenzy, combined somewhat with how regeneration functions currently. I think that "life steal" (WIP) should restore the damage you deal as life over a period of three second. So, as a skulk, you run in with regeneration and sit at the marines ankles chomping away and not moving, but it does nothing for you. You don't get a chance to regenerate the health because you are essentially playing as if you had carapace and trying to tank. However, if you are so inclined, you can instead do hit and run tactics. Jump down on a marine, bite him once, sustain some damage, but then retreat to a corner somewhere to regenerate the 70 or so HP you just stole.
I'm unsure on whether or not this health regen should be stackable, so if you get two bites off really quickly, you are now regenerating 140 hp over 3 seconds. On the one hand this could get a little bit out of hand with skulks, on the other hand it would make it conceivably quite cool for onos, having to life steal his way to surviving.
Not sure if this would be imba. Old frenzy was. 3 seconds seem also to short. It shouldn't be directly useful IN combat, but after a combat if you managed to get some hits in. Either increase the overall time it needs to heal you the amount of damage you did or use a countdown that delays the regen.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Thinking about it, the reason cara wan't so OP in NS1 was it required 3 chambers to get max cara, with only 1 chamber needed and no scaling, that is why it is too strong at the beginning, or too weak at the end.
Going back to multiple structures, or having to drop a single structure but it is upgradable for each level of cara/regen etc. This would mean more theoretical scalability, although more complexity too, of course.
I just want to argue with OP. regen is not useless on a skulk and silence is not useless on Onos. Regen is pretty situational though and you need to catch the marines with it at that point where you have leap but they don't have weps3 and depending on your skill level probably weps2. As for silence. Since they put it on the sensory chamber now I think it's great especially now that cloak is nerfed, you basically have to stand still to use it, and the new redemption is basically useless unless you are playing complete noobs. So I disagree with that.
As for cara.. You're getting 50 armor on a skulk. Do you not realize how op that can be? Especially early game. I will agree with you that the downside to it kind of sucks but it's not debilitating. IMO they should bring cara back down to 30 armor and get rid of the side effect.
Also cara is not the only one with kickers, regen makes a loud noise when you are using it, celerity cuts out when you use an ability, cloak is useless if you move at all, and I know some of the other abilities really only work in the perfect situations like redemption.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
lol, silence is useless for an onos, the floor and lights still shake, so you know they are coming :P At least it used to, I haven't seen an onos in so long I can't remember...
1. The party has spoken - in this build, if you are khammanding and chose any upgrade path other than cara / adren, you are courting defeat. People have figured out that those two abilities, carapace in particular, are the most useful, and thus it's a waste of resources to use any other. Solution: nerf those two and buff the others, so that there is a reason to research the other upgrades. It shouldn't be about price but about utility: I'm glad that 217 will nerf the armor bonus, but I agree with Whee that it could be a percentage damage reduction instead of a flat bonus (which, btw, is symmetrical with the marines armor system and we want to avoid that, don't we?).
2. Actual utility of carapace - the counter to carapace is shotguns, and as soon as they hit the field, skulks can get two-shotted by lucky or competent marines. When I khammand I do hear constant requests for carapace first, but I believe that leap is a better first upgrade for a couple of reasons: you don't get the carapace slowdown, your upgrade structure is too vulnerable, and by the time leap is done carapace is usually on the way anyway. I played a game where the khammander's carapace shell was killed three times. I think he'd only researched cara on the second shell, so it was a huge setback.
<!--quoteo(post=1966380:date=Aug 24 2012, 01:25 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 24 2012, 01:25 PM) <a href="index.php?act=findpost&pid=1966380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure if this would be imba. Old frenzy was. 3 seconds seem also to short. It shouldn't be directly useful IN combat, but after a combat if you managed to get some hits in. Either increase the overall time it needs to heal you the amount of damage you did or use a countdown that delays the regen.<!--QuoteEnd--></div><!--QuoteEEnd-->
The idea is to make it useful in combat if you adopt the style of play necessary to utilise it. Entering combat and staying on the offensive 100% of the time will place you in a position where you are under fire at all times. However if you intersperse moments of defensive and evasive manoeuvres in amongst your attacks, this form of regeneration would be beneficial in and out of combat, at the cost of less direct pressure on the enemy.
Maybe it would be more appropriate if it had a 1 second kick in period, after which the amount was regenerated over 3 seconds. This would mean that as long as you remained in direct combat, you wouldn't benefit from the ability.
Yeah yeah, I did understand that. I just think 3 seconds is to short. 3 seconds won't generate the need of getting out of combat shortly. It will be effective enough to just stay in combat and profit from the healing.
<!--quoteo(post=1966399:date=Aug 24 2012, 02:39 PM:name=MrRadicalEd)--><div class='quotetop'>QUOTE (MrRadicalEd @ Aug 24 2012, 02:39 PM) <a href="index.php?act=findpost&pid=1966399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With every change we make, the more we realize how <a href="http://www.youtube.com/watch?v=yJbR7wUoNBg" target="_blank">right we were</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
off-topic: Every time i watch that I just can't believe how insanely good NS looked back then for it's time...
NS1 still looks decent IMO, there are parts which havent aged as well but overall the visuals in the game are not bad for how old it is. But yea NS1 carapace was fine no reason to attempt to re-invent the wheel at the 11th hour.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1966373:date=Aug 24 2012, 04:10 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 24 2012, 04:10 AM) <a href="index.php?act=findpost&pid=1966373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can a gorge increase your armour? No. So why does regeneration take jerbs away from hard working gorges?<!--QuoteEnd--></div><!--QuoteEEnd--> ::confused:: Both heal your hp and armor, and neither "increase" your armor??
<!--quoteo(post=1966509:date=Aug 24 2012, 11:26 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 24 2012, 11:26 PM) <a href="index.php?act=findpost&pid=1966509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->::confused:: Both heal your hp and armor, and neither "increase" your armor??<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically what I'm saying is; why does the regeneration upgrade perform the same task gorges are meant to? Its essentially a replacement for the gorges healspray. Even the infestation regenerates quite a healthy chunk. I think a more interesting upgrade should take regenerations place.
<!--quoteo(post=1966519:date=Aug 24 2012, 04:40 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 24 2012, 04:40 PM) <a href="index.php?act=findpost&pid=1966519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically what I'm saying is; why does the regeneration upgrade perform the same task gorges are meant to? Its essentially a replacement for the gorges healspray. Even the infestation regenerates quite a healthy chunk. I think a more interesting upgrade should take regenerations place.<!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty sure infestation no longer regenerates health. They removed that pretty upgrade.
I got the vibe some people find Aliens boring. I don't think Aliens are boring at all. They let you customize your upgrades and lifeforms just like Marines with weaponry and the prototype lab :D
<!--quoteo(post=1966531:date=Aug 24 2012, 05:27 PM:name=CobraCommander)--><div class='quotetop'>QUOTE (CobraCommander @ Aug 24 2012, 05:27 PM) <a href="index.php?act=findpost&pid=1966531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got the vibe some people find Aliens boring. I don't think Aliens are boring at all. They let you customize your upgrades and lifeforms just like Marines with weaponry and the prototype lab :D<!--QuoteEnd--></div><!--QuoteEEnd--> Alien commander is pretty boring. I find I spend all my time waiting for structures to construct, and babysitting cysts. Marine commander can directly affect combat, and feels much more engaging. If drifters had umbra, they could be useful earlier game.
I used to enjoy alien comm alot, but I think as I've gotten beater at commanding I've started drifting to marine commander.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
How about just give carapace a hide armor bonus? Instead of giving you alot more armor, or even a little, just reduce the damage taken? That'd make shotguns alot more effective carapaced anything, and rifles alot less so. (rattatata vs one big splatte)
<!--quoteo(post=1966567:date=Aug 25 2012, 12:04 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 25 2012, 12:04 PM) <a href="index.php?act=findpost&pid=1966567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about just give carapace a hide armor bonus? Instead of giving you alot more armor, or even a little, just reduce the damage taken? That'd make shotguns alot more effective carapaced anything, and rifles alot less so. (rattatata vs one big splatte)<!--QuoteEnd--></div><!--QuoteEEnd-->
This hide armour mechanic or passive damage reduction has three major problems. 1) Its hidden and hard to understand 2) It has the same effect as just giving armour points. A convoluted way of getting the same result. Shotgun damage is afaik reduced per pellet just like rifle. 3) It causes ripple imbalances with active/passive healing effects.
I still think 30 armour with no slow down is the best solution for the moment. I don't see it as being a mechanic that drastically needs a 'makeover improvement'.
for all the idiots clamoring for getting rid of carapace. what?!
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.
<!--quoteo(post=1966399:date=Aug 24 2012, 06:39 AM:name=MrRadicalEd)--><div class='quotetop'>QUOTE (MrRadicalEd @ Aug 24 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1966399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With every change we make, the more we realize how <a href="http://www.youtube.com/watch?v=yJbR7wUoNBg" target="_blank">right we were</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
i thought the fact that so many ppl prepurchased the game based on how much they loved ns1 wouldve cemented that. but be careful, youre sounding like one of "those people" that just want ns1 with better graphics.
you know, balance, fun, team orientated gameplay that isnt too complicated for even the newest player to pick up. that sorta thing.
<!--quoteo(post=1966704:date=Aug 25 2012, 09:28 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Aug 25 2012, 09:28 PM) <a href="index.php?act=findpost&pid=1966704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for all the idiots clamoring for getting rid of carapace. what?!
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.<!--QuoteEnd--></div><!--QuoteEEnd-->
read again
<!--quoteo(post=1966214:date=Aug 23 2012, 08:56 PM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Aug 23 2012, 08:56 PM) <a href="index.php?act=findpost&pid=1966214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still for taking carapace out of the game completely.
It isn't fun, it doesn't change your play style, it just makes you live longer, but that makes it superior to all other upgrades.
Let the commander research armor for all aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
Carapace is just too important to not have it as Lerk / Fade / Onos, and that is why it needs to go, because it leaves you no choice other than taking it.
Just balance alien survivability outside the evolution system.
<!--quoteo(post=1966704:date=Aug 25 2012, 09:28 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Aug 25 2012, 09:28 PM) <a href="index.php?act=findpost&pid=1966704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for all the idiots clamoring for getting rid of carapace. what?!
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1966705:date=Aug 25 2012, 02:31 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Aug 25 2012, 02:31 PM) <a href="index.php?act=findpost&pid=1966705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i thought the fact that so many ppl prepurchased the game based on how much they loved ns1 wouldve cemented that. but be careful, youre sounding like one of "those people" that just want ns1 with better graphics.
you know, balance, fun, team orientated gameplay that isnt too complicated for even the newest player to pick up. that sorta thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not afraid of sounding like "one of those people"...
While I enjoy the evolution to NS2, it still amazes me that we still forget the lessons we learned by developing NS1. The two games are not <i>that</i> different, and I believe both new and old players could gain an honest perspective by looking back, but not bringing back.
Comments
I say again, scrap cara. Replace it with focus. Add a plain armor increase per upgrade you evolve. No matter what upgrade it is. If you have 3 Upgrades evolved, you may have +30 armor or something. This way skulks scale better from early to late game.
And we also don't need this "only 1 upgrade per tree" mechanic anymore.
Also Cloak is not useful. It is good, that you can see a moving cloaked alien. But the slowdown isn't necessary. Cloak right now makes you more difficult to track and this is ok for an upgrade. But the slowdown completely negates the effect of being more difficult to hit. Rendering the upgrade useless.
Feign Death should be counter able by shooting the corpse and the alien should decide for itself when it wants to come back to life.
Carapace the way it is now is probably the best way. The only thing you could change is adding back levels like in NS1 to be able to balance it out better. Make shells cost 0 resources but make the upgrades 5 or 10. That way you have to spend 15 or 30 to get to level 3 carapace. It also prevents marines from rushing in and taking out all the alien's upgrades. But a marine can still weaken the aliens by reducing the levels of upgrades they have.
In my opinion, the idea of regeneration is lame and its uses are questionable. Can a gorge increase your armour? No. So why does regeneration take jerbs away from hard working gorges?
In my opinion, regeneration should become somewhat like the old frenzy, combined somewhat with how regeneration functions currently. I think that "life steal" (WIP) should restore the damage you deal as life over a period of three second. So, as a skulk, you run in with regeneration and sit at the marines ankles chomping away and not moving, but it does nothing for you. You don't get a chance to regenerate the health because you are essentially playing as if you had carapace and trying to tank. However, if you are so inclined, you can instead do hit and run tactics. Jump down on a marine, bite him once, sustain some damage, but then retreat to a corner somewhere to regenerate the 70 or so HP you just stole.
I'm unsure on whether or not this health regen should be stackable, so if you get two bites off really quickly, you are now regenerating 140 hp over 3 seconds. On the one hand this could get a little bit out of hand with skulks, on the other hand it would make it conceivably quite cool for onos, having to life steal his way to surviving.
This would only work on players, not structures.
3 seconds seem also to short. It shouldn't be directly useful IN combat, but after a combat if you managed to get some hits in. Either increase the overall time it needs to heal you the amount of damage you did or use a countdown that delays the regen.
Going back to multiple structures, or having to drop a single structure but it is upgradable for each level of cara/regen etc. This would mean more theoretical scalability, although more complexity too, of course.
As for cara.. You're getting 50 armor on a skulk. Do you not realize how op that can be? Especially early game. I will agree with you that the downside to it kind of sucks but it's not debilitating. IMO they should bring cara back down to 30 armor and get rid of the side effect.
Also cara is not the only one with kickers, regen makes a loud noise when you are using it, celerity cuts out when you use an ability, cloak is useless if you move at all, and I know some of the other abilities really only work in the perfect situations like redemption.
1. The party has spoken - in this build, if you are khammanding and chose any upgrade path other than cara / adren, you are courting defeat. People have figured out that those two abilities, carapace in particular, are the most useful, and thus it's a waste of resources to use any other. Solution: nerf those two and buff the others, so that there is a reason to research the other upgrades. It shouldn't be about price but about utility: I'm glad that 217 will nerf the armor bonus, but I agree with Whee that it could be a percentage damage reduction instead of a flat bonus (which, btw, is symmetrical with the marines armor system and we want to avoid that, don't we?).
2. Actual utility of carapace - the counter to carapace is shotguns, and as soon as they hit the field, skulks can get two-shotted by lucky or competent marines. When I khammand I do hear constant requests for carapace first, but I believe that leap is a better first upgrade for a couple of reasons: you don't get the carapace slowdown, your upgrade structure is too vulnerable, and by the time leap is done carapace is usually on the way anyway. I played a game where the khammander's carapace shell was killed three times. I think he'd only researched cara on the second shell, so it was a huge setback.
3 seconds seem also to short. It shouldn't be directly useful IN combat, but after a combat if you managed to get some hits in. Either increase the overall time it needs to heal you the amount of damage you did or use a countdown that delays the regen.<!--QuoteEnd--></div><!--QuoteEEnd-->
The idea is to make it useful in combat if you adopt the style of play necessary to utilise it. Entering combat and staying on the offensive 100% of the time will place you in a position where you are under fire at all times. However if you intersperse moments of defensive and evasive manoeuvres in amongst your attacks, this form of regeneration would be beneficial in and out of combat, at the cost of less direct pressure on the enemy.
Maybe it would be more appropriate if it had a 1 second kick in period, after which the amount was regenerated over 3 seconds. This would mean that as long as you remained in direct combat, you wouldn't benefit from the ability.
off-topic: Every time i watch that I just can't believe how insanely good NS looked back then for it's time...
But yea NS1 carapace was fine no reason to attempt to re-invent the wheel at the 11th hour.
It is amazing how NS1 was free.
::confused::
Both heal your hp and armor, and neither "increase" your armor??
Best video ever!
Both heal your hp and armor, and neither "increase" your armor??<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically what I'm saying is; why does the regeneration upgrade perform the same task gorges are meant to? Its essentially a replacement for the gorges healspray. Even the infestation regenerates quite a healthy chunk. I think a more interesting upgrade should take regenerations place.
Pretty sure infestation no longer regenerates health. They removed that pretty upgrade.
Alien commander is pretty boring. I find I spend all my time waiting for structures to construct, and babysitting cysts. Marine commander can directly affect combat, and feels much more engaging. If drifters had umbra, they could be useful earlier game.
I used to enjoy alien comm alot, but I think as I've gotten beater at commanding I've started drifting to marine commander.
(rattatata vs one big splatte)
(rattatata vs one big splatte)<!--QuoteEnd--></div><!--QuoteEEnd-->
This hide armour mechanic or passive damage reduction has three major problems.
1) Its hidden and hard to understand
2) It has the same effect as just giving armour points. A convoluted way of getting the same result. Shotgun damage is afaik reduced per pellet just like rifle.
3) It causes ripple imbalances with active/passive healing effects.
I still think 30 armour with no slow down is the best solution for the moment. I don't see it as being a mechanic that drastically needs a 'makeover improvement'.
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.
<!--quoteo(post=1966399:date=Aug 24 2012, 06:39 AM:name=MrRadicalEd)--><div class='quotetop'>QUOTE (MrRadicalEd @ Aug 24 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1966399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With every change we make, the more we realize how <a href="http://www.youtube.com/watch?v=yJbR7wUoNBg" target="_blank">right we were</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
i thought the fact that so many ppl prepurchased the game based on how much they loved ns1 wouldve cemented that. but be careful, youre sounding like one of "those people" that just want ns1 with better graphics.
you know, balance, fun, team orientated gameplay that isnt too complicated for even the newest player to pick up. that sorta thing.
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.<!--QuoteEnd--></div><!--QuoteEEnd-->
read again
<!--quoteo(post=1966214:date=Aug 23 2012, 08:56 PM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Aug 23 2012, 08:56 PM) <a href="index.php?act=findpost&pid=1966214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still for taking carapace out of the game completely.
It isn't fun, it doesn't change your play style, it just makes you live longer, but that makes it superior to all other upgrades.
Let the commander research armor for all aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
Carapace is just too important to not have it as Lerk / Fade / Onos, and that is why it needs to go, because it leaves you no choice other than taking it.
Just balance alien survivability outside the evolution system.
do you play exclusively frontiersman every round or what. you can already one shot skulks, 2 shot fades without carapace.
funny thing, i didnt see any of you saying to get rid of marine armor upgrades as well. so you wanna decrease alien armor but keep marine armor where it is, guaranteeing that aliens lose every round unless they stack.
oh but yes, lets add MINIGUNS and GRENADE LAUNCHERS into the mix. yea, loving that no armor idea. brilliant.<!--QuoteEnd--></div><!--QuoteEEnd-->
Clearly did not read the thread.
you know, balance, fun, team orientated gameplay that isnt too complicated for even the newest player to pick up. that sorta thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not afraid of sounding like "one of those people"...
While I enjoy the evolution to NS2, it still amazes me that we still forget the lessons we learned by developing NS1. The two games are not <i>that</i> different, and I believe both new and old players could gain an honest perspective by looking back, but not bringing back.