Movement Chamber Bonuses Outweigh
GoldenShadow
Join Date: 2002-04-21 Member: 483Members
<div class="IPBDescription">Defense chamber bonuses..</div> We know from the beta forums that the MC give increased firing rate to nearby OC
I think Defensive chambers need a similar bonus. like casting umbra on nearby structures that get attacked. I think it would fit with the other chamber changes such as the sensory cloaking nearby chambers and MC giving increased firing rate.
The more DC you have in one location, the more frequently umbra happens, the umbra only has a small radius that barely engulfs the structure, so only aliens standing directly next the the structure will benefit from the umbra. building DC under the hive would put a near constant umbra effect on it if you include its self umbra ability. it would further enhance the grenade launcher as a structure removal tool. hopefully seeing more use from it.
I think Defensive chambers need a similar bonus. like casting umbra on nearby structures that get attacked. I think it would fit with the other chamber changes such as the sensory cloaking nearby chambers and MC giving increased firing rate.
The more DC you have in one location, the more frequently umbra happens, the umbra only has a small radius that barely engulfs the structure, so only aliens standing directly next the the structure will benefit from the umbra. building DC under the hive would put a near constant umbra effect on it if you include its self umbra ability. it would further enhance the grenade launcher as a structure removal tool. hopefully seeing more use from it.
Comments
MC = Increase in OC offensive abilities (shoots faster = more damage/sec)
DC = Increase in OC defensive abilities (heals much quicker than the automatic healing = chamber survives longer under fire)
An extra umbra might unbalance the DC. And if there's ONE chamber I don't want unbalanced, it's the DC. I'm tired of DMS.
No, the DCs were already the strongest upgrade structure, even after several nerfs That's why the other two have been improved for 1.1. They're not overpowered compared to the DC; rather, if the playtesting pays off and they tewak it just right, all three chambers should be about equal.
[Edit: All structures self-heal now? I am indeed an idiot... Okay, I assume they still either increase the rate of healing or add armor to nearby structures. Either way, they still perform the same function they performed in 1.0; they're just not nessesary to keep unattended structures alive after a few drive-by LMGings.]
Slowly. A few DCs behind a few OCs makes an impenetrable wall to an lmg'er, as the wall heals up to full hp again while he reloads his gun. The self-healing is not NEARLY that much. I think it's something around 2 hp (not sure) compared to the DCs 10 hp. With 3 DCs that's 30 hp, fifteen times the self-heal.
edit: i didn't suggest it to make DC better, but to make them different. it fits with the style better, imo. DC still heals play not structures
ps. Yes i do notice the irony of this post and my handle...shuddap <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->