<div class="IPBDescription">What's going on with this?</div> Maybe I'm just nub-caking it, but what is whole thing with experience in some of the 2.xx versions? Is that applied to every game, or what?
Experience only applies in Natural Selection: Combat. You earn experience by killing opposing team members or being nearby when one is killed. Earn enough experience and you gain levels. For each level you gain, you can choose 1 upgrade (e.g. celerity, dmg level 1).
More speed and hp are gone? What is the benefit of leveling then? Sure you can get upgrades and new stuff, but I can get that in regular NS AND have a game with strategy.
Well, if you got more speed/hp I imagine it would help the slipperly slope syndrome. So that's probably why Flay's gonna remove it. I would imagine that if making it so hp/speed didn't increase don't solve a problem of slippery slope, then they would be put back in. That's my guess.
Flayra said that he was considering removing it but there is no confirmation that it's going to happen. Personally I think it creates a handful of balance issues on both teams and needs to go, but not everyone in the beta agrees. The upgrades are a perfectly noticable beneit.
And there is no damage increase per level, only weapon upgrades and Focus.
<!--QuoteBegin---_Phoenix_-+Nov 12 2003, 06:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Nov 12 2003, 06:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Where precisely has anyone heard hp gain is gonna be lost ? It's a possibilty, but i've not seen or heard it's going for definite. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's in the 2.1q changelog (as posted by Flayra in this forum)
You don't upgrade through chambers, or with a comm, or anything like that in NS:C, the way I understand it. Every level you get a new upgrade/ability. This is irrespective of anything else, and you do not have to worry about res, or the commander dropping things on you.
The HP thing was removed, and I guess people like it more.
As far as how Combat works:
You kill stuff.
You get exp.
You spend your levels (up to 10 levels) on upgrades.
Upgrades for aliens are:
Unlock next weapon (like a skulk gets leap, then xeno) Get one upgrade from any chamber (a lot of people get cloaking early on...) Evolve into a bigger lifeform. From a skulk, you have to go gorge, then you get the choice of either a fade or a lerk from a gorge, then from a fade you can go onos.
does that mean you can mix and match like level 2 addren and level 1 silence? can you get more than 3 from 1 tower? level3 silence and level 3 addren? after you got level can you dump it?
You can mix and match, but always at level 3. So you can get level 3 carapace and level 3 regeneration together, at the same time. And redemption too. If you like, you can be a skul with all 9 upgrades. Or a gorge with 8 upgrades, or a lerk/fade with 7, or an onos with 6.
Or you could be a skulk with leap and 8 upgrades, or a skulk with xeno and 7 upgrades. Or a gorge with bilebomb and 7 upgrades, with web and 6.
Etc, etc. New weapons cost a level, evolutions cost a level. 10 levels max, but you start at level 1, which means only 9 upgrades.
Also, no HP upgrades on level up have definetly gone far to balance combat. Much better now.
Now if they only fix the machingunbite, the rapidarmory, and the uberwelder, we'll be having fun again.
Let's give an example to make combat mode clear, since some people probably don't want to dig though the stickies to find the explinations:
First, combat mode only happens on combat maps. On a combat map, there is only 1 hive, and there are no res nodes. They are much smaller for obvious reasons.
I just started combat, and I'm your everyday average skulk. I get a couple kills, I'm next to someone who gets a kill, now I"m level 2 I use the right click menu, go to evolve upgrades, choose sensory, then cloaking. No chambers have been built, since the build side of the menu has been removed, but I now have level 3 cloaking. Sneak up on some marines, get another level. Now I choose focus. Now I have maxed cloaking and focus, and I can kill marines in one bite if they havn't gotten armor upgrades.
Anyway, as Fieari just said, each level you get one upgrade point. You can spend the point or save it and collect several if you'd like. You can have a total of 9 upgrade points, since the max level is 10. When you die, you come back with all your upgrades intact.
The upgrade choices aliens have are: Unlock next hive(X2): When you get the first one, you will effectively have 2 hives for the purpose of abilities for the rest of the game, giving you leap/bile bomb/umbra etc. Getting the first one unlocks the second one of the same thing, which takes another point to give you effectively 3 hive, so you have every ability.
Normal evolve upgrades: You can spend a point to get level 3 of any of the 9 upgrades. Getting one does not prohibit any other. And of course, you getting sense upgrades, doesn't stop anyone else from getting defence upgrades.
Evolve life form: You can spend a point to become a gorge. Once you are a gorge, you can spend another point to become either a fade or a lerk. Many who do not want to try to get points as a gorge just save up 2 points and do one evolution immediately followed by another. Once you are a lerk or fade, another point can make you onos.
Marines work much differently of course: Damage upgrades: First point gets you damage upgrade 1, which unlocks damage upgrade 2, and shotgun. If you get damage upgrade 2, 3 becomes available. If you get a shotgun, HMG and GL become available.
Armor upgrades: 1 point for armor 1 makes armor 2 available. 1 point for armor 2 makes armor 3, HA, and JP available. You can't get HA and JP, but you can get either one and still spend another point to get to armor 3.
Support upgrades: These are where it gets unusual. Each one costs a point, with no particular sequence required. Welder: You get a welder. This is more usefull than you might think. It lets you repair the comm chair, which makes you lose if it dies. It lets you repair armor, which is good for HA of course. And one combat map(so far) includes a lovely weldable which creates a one way shortcut from marine start to near the hive if you can get to it without getting eaten.
Mines: You get one pack of mines. This is the one exception to the rule about coming back with all your upgrades. You get exactly one pack of mines, which is not restored when you die. If you use it well, it can still be an effective way to grab some impressive early experience points.
Resupply: You get simulated medspam from the simulated comm. Every few seconds, a medpack drops on your head if you are damaged. If you are not damaged, but you are low on ammo, you get an ammo pack. Basicly, a good source of regeneration on a long hard fight to the hive.
Distress Beacon: Currently it doesn't seem very usefull outside of ironman mode, but you can spend a point to teleport all marines, both dead and alive, to marine start.
Motion Tracking: You get personal motion tracking, exactly like the standard upgrade gives to all marines, but only for you.
Scanner Sweep: You get the attention of the simulated comm again, but this time it drops a scanner sweep if you look at a cloaked alien. It has to be in a pretty narrow cone similar to your cone of fire, so it's tricky to use, but it's quite handy when you're used to it.
<!--QuoteBegin--Quantum_Duck+Nov 15 2003, 09:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck @ Nov 15 2003, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Scanner Sweep: You get the attention of the simulated comm again, but this time it drops a scanner sweep if you look at a cloaked alien. It has to be in a pretty narrow cone similar to your cone of fire, so it's tricky to use, but it's quite handy when you're used to it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Cool, so if you wave your aim around the room where you suspect a cloaked alien, it will scan you if you manage to point on it?(meanwhile, said alien is moving closer....closer....CHOMP)
<!--QuoteBegin--Align+Nov 15 2003, 12:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Nov 15 2003, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cool, so if you wave your aim around the room where you suspect a cloaked alien, it will scan you if you manage to point on it?(meanwhile, said alien is moving closer....closer....CHOMP) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Actually, it works on a timer like resupply. Every couple seconds or so, it checks your little view cone. If there's a cloaked enemy, PING! If you pass over it between checks, tough luck. Basicly, it takes some skill, since it is 1 point spent by one guy that can counter one point spent by potentially every alien. It's nice to have a good scanner or 2 in a squad: someone who's good at thinking like an alien, and staring at each little corner where aliens are likely to hide for just a second each, hoping that you look in the right one before they uncloak next to you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I just got access to the beta, and I can tell you I can't imagine what it was like with the HP increase. The way it is right now, I see a skulk and think "Ohh shoot, a skulk! *runs away and dies*"
But if I see an onos, I think "Haha dumb onos *charges with jetpack HMG and destroys the onos*"
Comments
Levels used to raise your speed too, but that's already been removed, and it surely ain't commin' back.
Was there another reason it was pulled? Seems to make sense to me... so why remove it?
Does that mean damage increases per level will be lessened as well??
- RD
And there is no damage increase per level, only weapon upgrades and Focus.
It's plenty big enough a longevity boost to get loads of upgrades.
It's in the 2.1q changelog (as posted by Flayra in this forum)
As far as how Combat works:
You kill stuff.
You get exp.
You spend your levels (up to 10 levels) on upgrades.
Upgrades for aliens are:
Unlock next weapon (like a skulk gets leap, then xeno)
Get one upgrade from any chamber (a lot of people get cloaking early on...)
Evolve into a bigger lifeform. From a skulk, you have to go gorge, then you get the choice of either a fade or a lerk from a gorge, then from a fade you can go onos.
like level 2 addren and level 1 silence?
can you get more than 3 from 1 tower?
level3 silence and level 3 addren?
after you got level can you dump it?
soz 4 all q's i dont know any playtesters
Or you could be a skulk with leap and 8 upgrades, or a skulk with xeno and 7 upgrades.
Or a gorge with bilebomb and 7 upgrades, with web and 6.
Etc, etc. New weapons cost a level, evolutions cost a level. 10 levels max, but you start at level 1, which means only 9 upgrades.
Also, no HP upgrades on level up have definetly gone far to balance combat. Much better now.
Now if they only fix the machingunbite, the rapidarmory, and the uberwelder, we'll be having fun again.
First, combat mode only happens on combat maps. On a combat map, there is only 1 hive, and there are no res nodes. They are much smaller for obvious reasons.
I just started combat, and I'm your everyday average skulk.
I get a couple kills, I'm next to someone who gets a kill, now I"m level 2
I use the right click menu, go to evolve upgrades, choose sensory, then cloaking.
No chambers have been built, since the build side of the menu has been removed, but I now have level 3 cloaking.
Sneak up on some marines, get another level. Now I choose focus. Now I have maxed cloaking and focus, and I can kill marines in one bite if they havn't gotten armor upgrades.
Anyway, as Fieari just said, each level you get one upgrade point. You can spend the point or save it and collect several if you'd like. You can have a total of 9 upgrade points, since the max level is 10. When you die, you come back with all your upgrades intact.
The upgrade choices aliens have are:
Unlock next hive(X2):
When you get the first one, you will effectively have 2 hives for the purpose of abilities for the rest of the game, giving you leap/bile bomb/umbra etc. Getting the first one unlocks the second one of the same thing, which takes another point to give you effectively 3 hive, so you have every ability.
Normal evolve upgrades:
You can spend a point to get level 3 of any of the 9 upgrades. Getting one does not prohibit any other. And of course, you getting sense upgrades, doesn't stop anyone else from getting defence upgrades.
Evolve life form:
You can spend a point to become a gorge. Once you are a gorge, you can spend another point to become either a fade or a lerk. Many who do not want to try to get points as a gorge just save up 2 points and do one evolution immediately followed by another. Once you are a lerk or fade, another point can make you onos.
Marines work much differently of course:
Damage upgrades:
First point gets you damage upgrade 1, which unlocks damage upgrade 2, and shotgun.
If you get damage upgrade 2, 3 becomes available.
If you get a shotgun, HMG and GL become available.
Armor upgrades:
1 point for armor 1 makes armor 2 available.
1 point for armor 2 makes armor 3, HA, and JP available.
You can't get HA and JP, but you can get either one and still spend another point to get to armor 3.
Support upgrades: These are where it gets unusual. Each one costs a point, with no particular sequence required.
Welder: You get a welder. This is more usefull than you might think. It lets you repair the comm chair, which makes you lose if it dies. It lets you repair armor, which is good for HA of course. And one combat map(so far) includes a lovely weldable which creates a one way shortcut from marine start to near the hive if you can get to it without getting eaten.
Mines: You get one pack of mines. This is the one exception to the rule about coming back with all your upgrades. You get exactly one pack of mines, which is not restored when you die. If you use it well, it can still be an effective way to grab some impressive early experience points.
Resupply: You get simulated medspam from the simulated comm. Every few seconds, a medpack drops on your head if you are damaged. If you are not damaged, but you are low on ammo, you get an ammo pack. Basicly, a good source of regeneration on a long hard fight to the hive.
Distress Beacon: Currently it doesn't seem very usefull outside of ironman mode, but you can spend a point to teleport all marines, both dead and alive, to marine start.
Motion Tracking: You get personal motion tracking, exactly like the standard upgrade gives to all marines, but only for you.
Scanner Sweep: You get the attention of the simulated comm again, but this time it drops a scanner sweep if you look at a cloaked alien. It has to be in a pretty narrow cone similar to your cone of fire, so it's tricky to use, but it's quite handy when you're used to it.
Cool, so if you wave your aim around the room where you suspect a cloaked alien, it will scan you if you manage to point on it?(meanwhile, said alien is moving closer....closer....CHOMP)
Actually, it works on a timer like resupply. Every couple seconds or so, it checks your little view cone. If there's a cloaked enemy, PING! If you pass over it between checks, tough luck. Basicly, it takes some skill, since it is 1 point spent by one guy that can counter one point spent by potentially every alien. It's nice to have a good scanner or 2 in a squad: someone who's good at thinking like an alien, and staring at each little corner where aliens are likely to hide for just a second each, hoping that you look in the right one before they uncloak next to you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But if I see an onos, I think "Haha dumb onos *charges with jetpack HMG and destroys the onos*"