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Join Date: 2002-11-03 Member: 6185Members
<div class="IPBDescription">do they even work?</div> At level 1 carapace, my skulk is 70/30. At level 3 carapace, my skulk is 70/30. At level 1 enhanced sight, I can see the same as level 3. at level 1 celerity, I can move just as fast as level 3(or so it seems). Whats the deal?
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l1 carapace - 40% damage absorption
l3 carapace - 60% damage absorption
you dont notice it on the skulk as he doesnt has much armor. but you really notice l3 carapace on fade for example.
same goes for the other evolutions. the higher the level, the more speed/faster regen/less noise etc. you get.
Past level 1 is worthless (or almost worthless) for all kharaa except the lerk.
Lerk has 60 life / 50 armor 30% absorption at level 0. After taking 86 damage, you will be at 0 hp, 24 armor.
Lerk has 60 life / 75 armor 40% absorption at level 1. After taking 100 damage, you will be at 0 hp, 35 armor.
Lerk has 60 life / 75 armor 50% absorption at level 2. After taking 120 damage, you will be at 0 hp, 15 armor.
Lerk has 60 life / 75 armor 60% absorption at level 3. After taking 135 damage, you will be at 0 hp, 0 armor.
57% more damage to kill you, very nice. Still, I prefer regen for lerk hit-and-run attacks on turret farms. If you've got defense chambers nearby, however, the carapace upgrade is well worth it.
Skulk: 70 hp / 10 armor, 30% abs. 80 dmg and you're dead.
Skulk: 70 hp / 30 armor, 40% abs. 100 dmg and you're dead.
Skulk: 70 hp / 30 armor, 50% abs. 100 dmg and you're dead.
Skulk: 70 hp / 30 armor, 60% abs. 100 dmg and you're dead.
Onos is the same - he gets a 50 armor boost from carapace and that's it. For an Onos, that's an upgrade of 8%. Please don't get carapace as an Onos. With the regeneration changes, the Onos gets a ludicrous amount of life back per second. Or stick with redemption. The 2 extra lmg shots you'll survive as a skulk isn't a bad deal, especially since regen is slow and redemption is nearly worthless as a skulk.
Since you mentioned the Fade:
Fade: 200 hp / 125 armor, 30% abs. 286 dmg = 0 hp, 39 armor.
Fade: 200 hp / 150 armor, 40% abs. 334 dmg = 0 hp, 16 armor.
Fade: 200 hp / 150 armor, 50% abs. 350 dmg = 0 hp, 0 armor.
Fade: 200 hp / 150 armor, 60% abs. 350 dmg = 0 hp, 0 armor.
So having carapace at level 1 is a 17% boost. Getting it from 1 to 2 or 3 is a 5% boost, which I doubt you'll ever notice. Gorges look about the same. For the most part, the carapace upgrade is only worth the increase in armor, not the increase in absorption. Both health and armor are healed from defense chambers and regeneration, so there's no advantage of losing more armor over health. 22% increase as a Fade isn't shabby, but they regen rather quickly now. That's a personal preference, and usually depends on the availability of defense chambers, hives, or gorges to heal.
Skulks <b>do</b> get an armor bonus for having level 1 carapace, but you neeed to heal in order to see it. Evolve carapace near a hive or defense chamber and your higher armor value will be healed up.
Skulks <b>do</b> get an armor bonus for having level 1 carapace, but you neeed to heal in order to see it. Evolve carapace near a hive or defense chamber and your higher armor value will be healed up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oh, redemption works for the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->, you just get stuck in a wall half the time when the hive yanks you back.
Carapace + Adrenaline is much better for onos.
At
level 0, you spawn with 50
level 1, You spawn with 50
level 2, you spawn with 50
level 3, you spawn with 50
Ha goes as such
level 0, 200
level 1, 230
level 2, 260
level 3, 290
With light armour, the absorbtion rates are correct, but whenever you spawn you always have 50 armour. To get the correct maximum, you need welding.
With HA, absorbtion is fine. It doesnt increase its total armour retrospectively ( i.e. an existing HA armour doesn't increase when you upgrade, its needs welding to reach its new maximum), but any new HA dropped has the correct value.
Having to weld every LA to get its correct maximum is a 'feature' at the moment. Don't know if the Devs want it staying like that or not (or if it is in fact a bug).