Third Crag Upgrade
Benson
Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Clog Armor</div>A proposal for a third Crag ability
Clog Armor:
Gives the alien lifeform with this trait the same ability to absorb shock as clogs, meaning they can only take [Insert balance # here] from a single attack.
This would be a counter to grenade spam and shotguns, with the obvious trade off of neither having carapace or regeneration.
In practise i could not see this becoming overpowered as it would be mainly used by skulks, which have a hard enough time surviving with w3 shotguns and grenades, and also due to the fact that this does nothing to lessen the damage of every other weapon in the marine arsenal, including the exo miniguns (Why do they do heavy damage anyway?)
So whatcha all think?
Clog Armor:
Gives the alien lifeform with this trait the same ability to absorb shock as clogs, meaning they can only take [Insert balance # here] from a single attack.
This would be a counter to grenade spam and shotguns, with the obvious trade off of neither having carapace or regeneration.
In practise i could not see this becoming overpowered as it would be mainly used by skulks, which have a hard enough time surviving with w3 shotguns and grenades, and also due to the fact that this does nothing to lessen the damage of every other weapon in the marine arsenal, including the exo miniguns (Why do they do heavy damage anyway?)
So whatcha all think?
Comments
<b>Warp</b>. The first time you get hit, you ping out of existence for a split-second, then straight back in (movement unaffected). You have to live X seconds before it can trigger again.
This would be a reasonable way to avoid a single stray grenade and a decent way to fight back against mass shotguns, whereas it would be a lot less useful against LMGs, Pistols and Flamethrowers.
Warp... Sounds like feign death that got taken out for being OP.
The idea is to make shotguns less of the end-all-be-all-rip-your-face-off-lolsteamroll gun, and to give skulks a way to actually survive in a hive that is being hit by nade spam.
Carapace has the obvious advantage of make the lifeform a bit more survivable in all situations, while clog armor has the advantage only against high-damage single shot weapons, like the shotgun and the GL.
However, even with carapace, many lifeforms (skulk, lerk, fade) are still killed in 1-2 shotgun blasts (3 for fade w/ cara). This would make them less able to be 1 shot, but make them still squishy as they wouldn't have carapace so LMGs would rip them apart.
Its not just a different cara, it a more specific armor type.
Also, if a shotgun could not oneshot it would not be a very good weapon at all. Often, if you don't get that oneshot you are as good as dead.
I found the link to the <a href="http://www.youtube.com/watch?v=8RjcZndmW8s&feature=player_detailpage#t=30s" target="_blank">animation</a>.
Its not armor like carapace, and gives a unique and needed trait.
It fits the crag theme.
You can survive a grenade or shotgun blast, but fall much easier against rapid fire weaponry. A nice late-game upgrade. Also keeps the LMG in the game all throughout.
I would like some sort of upgrade that allow you to resist 100% of damage the first time you are hit, and is only reset when you die.
I would like some sort of upgrade that allow you to resist 100% of damage the first time you are hit, and is only reset when you die.<!--QuoteEnd--></div><!--QuoteEEnd-->
It was mostly with fadeds. They would never ever die. They could almost always escape makeing them impossible to kill. People say the problem was limited to fades, but I would often get away and survive as an onos even.
Think about it from the marine perspective. You just killed that yet it just gets to walk away as if nothing happened. Then it comes back 10 seconds later and kills you. Fades especially are really hard to kill, or were before 1.0. You chase that onos all the way down the hallway, did all the damage that is required to kill him, but he lives and runs away as soon as you turned your back.
Think about it from the marine perspective. You just killed that yet it just gets to walk away as if nothing happened. Then it comes back 10 seconds later and kills you. Fades especially are really hard to kill, or were before 1.0. You chase that onos all the way down the hallway, did all the damage that is required to kill him, but he lives and runs away as soon as you turned your back.<!--QuoteEnd--></div><!--QuoteEEnd-->
It was only really bad for fade and skulk, which both have easy rapid mobility via right-click. Unless you literally camped the spot they died with a shotgun (hard to do in middle of a battle), they would get away.
As I said, it was mostly OP for fades. I myself got away very often as even an onos.
I am torn as to whether this should be default upgrade or if this needs to sit with a shift hive instead of hyper-mutation so its a trade off to celerity and adrenaline.
I think based on its limited application offensively (but does help discourage marine GL'ing at feet as the skulk can get of with 0 and marine takes damage) it could well work as a default upgrade, as is primarily defensive in nature.
Once researched it allows for an alien lifeform to "vortex out" right before an explosion (like birds on a building that gets blown up) saving the alien from that explosive attack.
Is only triggered by GL's or mines and does not trigger for anything else, add in a decent cool down of say 20+ seconds and it makes an interesting upgrade option.