Kharaa Upgrades...
MEShootHere
Join Date: 2002-11-05 Member: 6975Members
<div class="IPBDescription">Gotta love'em!</div> With all the possible upgrades that are coming along for the marines (flamethrower, possibly handgrenades, etc) it seems the Kharaa got left out..new evolves are out of the question (and not really necessary) so what about the upgrades?
Not sure if this should be in the idea suggestions forum tho..feel free to move it!
Here's what I think of the Kharaa upgrades..
Sensory:
- Scent of Fear: Excellent, especially when fade/lerk, spore cloud & scent of fear = fly away before them getting close. Just hope the "friendly units showing up as orange when hurt" bug is gonna be fixed.
- Cloaking: Nothing needs changing really, works like a charm.
- Enhanced Sight (or whatever it is called): I found this rather useless..as far as I know all it does it show up enemies the same bright way as friendlies with the flashlight key. Not 100% certain, I've found no use for it.
Movement:
- Adrenaline: Amazingly powerful...ALMOST unfair, thats how badass it is
- Celerity: once again, excellent, as a skulk, run faster than ever before.
- Silence: Now here's the one I'm most uncertain about..When moving across walls or the ceiling you dont make a noise (or so it seems). So what use would it be to walk silently? Why not make silence COMPLETELY silence you (including your attacks). cuz against competition like celerity and adrenaline, my guess is nobody picks silence...
Defensive:
- Carapace: good as is, but its meant to be that the skulk doesnt get anything from more than 1 carapace level right?
- Regeneration: good if yer going solo for a stalking or for turrets! Healing seemed a tad slow to me but then again, improving it would unbalance.
- Redemption: I'd like to see this removed completely, it seems so "unnatural" and "unfair". I know the devs prolly had a hard time thinking of 3 to begin with, but I, for one, wouldnt mind to see redemption replaced..
Tell me what you think? And what are your favorite combos?
Not sure if this should be in the idea suggestions forum tho..feel free to move it!
Here's what I think of the Kharaa upgrades..
Sensory:
- Scent of Fear: Excellent, especially when fade/lerk, spore cloud & scent of fear = fly away before them getting close. Just hope the "friendly units showing up as orange when hurt" bug is gonna be fixed.
- Cloaking: Nothing needs changing really, works like a charm.
- Enhanced Sight (or whatever it is called): I found this rather useless..as far as I know all it does it show up enemies the same bright way as friendlies with the flashlight key. Not 100% certain, I've found no use for it.
Movement:
- Adrenaline: Amazingly powerful...ALMOST unfair, thats how badass it is
- Celerity: once again, excellent, as a skulk, run faster than ever before.
- Silence: Now here's the one I'm most uncertain about..When moving across walls or the ceiling you dont make a noise (or so it seems). So what use would it be to walk silently? Why not make silence COMPLETELY silence you (including your attacks). cuz against competition like celerity and adrenaline, my guess is nobody picks silence...
Defensive:
- Carapace: good as is, but its meant to be that the skulk doesnt get anything from more than 1 carapace level right?
- Regeneration: good if yer going solo for a stalking or for turrets! Healing seemed a tad slow to me but then again, improving it would unbalance.
- Redemption: I'd like to see this removed completely, it seems so "unnatural" and "unfair". I know the devs prolly had a hard time thinking of 3 to begin with, but I, for one, wouldnt mind to see redemption replaced..
Tell me what you think? And what are your favorite combos?
Comments
Carapace is very, very valueable. The number of LMG shots to kill a skulk is 10,14,17,20 with carapace level 0,1,2 and 3, respectively.
The general consensus is that adrenaline and carapace is both so good compared to anything you can get from sensor chambers that building sensor chambers in anything but the last hive is basically shooting yourself in the foot.
Personally, I'd say that sensor chambers should be decoupled from hive requirements. After all, three hives basically means the game is over, so you are never going to see sensor chambers being used to win a game.
Make them more expensive to compensate.
Later, adrenaline is a nice addon (i.e fade's acid rocket).
Anyway, devteam could even the other others upgrades so it makes sense to take them, cause now I find some those upgrades quite useless (or maybe they are buggy?). Just my humble opinion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
(Sorry for my english)