About The Carapace Nerf In 1.1

UnknownUnknown Join Date: 1970-01-01 Member:
Was it really necessary?

I mean, now you have 16/23/30 armor per carapace level as a skulk, which makes lvl 1 and 2 upgrades not much useful, and now the alien walks slower with it?

Marine with weapon upgrade lvl 3 owns skulks, gorges and lerks. And 2 marines with that upgrade kill easily a fade with carapace.

I really don't see why slow the aliens. Aliens = melee, Marines = ranged. Aliens <b>need</b> to be fast otherwise they will die.

And now that acid rocket was moved to 3rd hive ability, bilebomb no longer damages marines and lerk spores has been weakened... all the aliens have is pretty much melee. And they can't close distance very well if they run slower.

Is carapace a dead upgrade now? I mean, you have extra defense, but get more hits. In the end, isn't pretty much the same? Is it still useful?
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Comments

  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    to put it simply: You're wrong. Cara is still incredibly good in 1.1, and who knows, it might even get another nerf.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    edited May 2003
    I imagine that it's still very useful, just not incredibly versatile. Being able to take 2-3 times more damage has obvious advantages, even if it introduces a weakness. What we see now is that movement and defense are both necessary in order to provide the aliens maximum benefit. Skulks can negate the speed penalty by grabbing celerity. Lerks and fades both have speed-improving skills that require energy, so they probably see the biggest benefit by getting adrenaline. If anything, this change relegates sensory as a third have upgrade even more, since the synergy between defense and movement upgrades has been further strengthened.
  • DasElitestDasElitest Join Date: 2003-04-12 Member: 15440Members
    dont aliens start with 20 armor now?
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    <!--QuoteBegin--Skillzilla_+May 15 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If they are building siege outside the hive, are you going to wait until they clean the hive and start building a RT there to "ambush" them?
  • DasElitestDasElitest Join Date: 2003-04-12 Member: 15440Members
    <!--QuoteBegin--Boltman+May 15 2003, 08:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 15 2003, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Skillzilla_+May 15 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If they are building siege outside the hive, are you going to wait until they clean the hive and start building a RT there to "ambush" them? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    if you let them get to your hive thats your fault.
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    <!--QuoteBegin--Boltman+May 15 2003, 08:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 15 2003, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Skillzilla_+May 15 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If they are building siege outside the hive, are you going to wait until they clean the hive and start building a RT there to "ambush" them? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, you're supposed to stop them from getting to the hive. If for some reason they do, you've already lost. If they have enough teamwork/skill to get to your hive, you better bet your **** they'll be able to get to anything else ya got.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32136' target='_blank'>*ahem*</a>
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    OMG don't *ahem* me omg. Ok thanks.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited May 2003
    <!--QuoteBegin--Skillzilla_+May 15 2003, 08:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Boltman+May 15 2003, 08:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 15 2003, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Skillzilla_+May 15 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If they are building siege outside the hive, are you going to wait until they clean the hive and start building a RT there to "ambush" them? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, you're supposed to stop them from getting to the hive. If for some reason they do, you've already lost. If they have enough teamwork/skill to get to your hive, you better bet your **** they'll be able to get to anything else ya got. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So I am supposed to stop 8 marines alone by ambushing then? Because you sound like its possible. Skillz and Das sound like a skulk has to do all the alien team job by himself.
    If the marine teams rushes to OUTSIDE (not in a hive, as you said) and start building an outpost, the alien team is supposed to rush them, not ambush. That is when the carapace slow nerf is a problem.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Please click on my ahem kthx
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I did heh 20/40 armor looks *sweet*
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    I did kthx.

    And Boltman, NS IS A TEAM GAME!!!! WORK AS A TEAM THX~ You're supposed to keep them in base by ambushing them near to their base. Just try to understand that you're supposed to ambush when they're on their way....
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    This sounds kind of like the complaints from FA when they slowed down the ROF on one of the more popular weapons... and it still is one of the most commonly used ones today.

    What's changed with carapace?

    Positive change: you can get shot more often in 1.1 than you could in 1.04, due to the armor changes.
    Negative change: you travel a little slower in 1.1 than in 1.04, due to the armor being heavier.

    Think about it from another perspective... how often do you see carapace used compared to redemption or regeneration? It seems to be the stock pick for skulks 80% of the time, and since it's fairly common to spend some time as a skulk before upping yourself to something heavier, most of the encounters with fades and oni involve carapace too. Lerk players seem to like using regeneration a bit more, but carapace is still damn common. What's something that's going to cause a little more variety in the game going to do... ruin it all?
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Regen is best for onos cara slows it down too much even with celerity and redemp is great for gorges.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    <!--QuoteBegin--Skillzilla_+May 15 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I did kthx.

    And Boltman, NS IS A TEAM GAME!!!! WORK AS A TEAM THX~ You're supposed to keep them in base by ambushing them near to their base. Just try to understand that you're supposed to ambush when they're on their way.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wow really? I didn't realize that! /sarcasm

    I guess you think I am supposed to kill a 5 marine squad by myself on they are on their way to a hive heh?

    There will always be one time a huge squad with medpak spam will make to a hive, and its nothing 1 or 2 camping skulks can handle. There will be always times the alien team will need to rush a marines outpost, playing aliens is not all about camping until you have 2 hives then fade and rush.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited May 2003
    <!--QuoteBegin--Shrike30+May 15 2003, 08:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ May 15 2003, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This sounds kind of like the complaints from FA when they slowed down the ROF on one of the more popular weapons... and it still is one of the most commonly used ones today.

    What's changed with carapace?

    Positive change: you can get shot more often in 1.1 than you could in 1.04, due to the armor changes.
    Negative change: you travel a little slower in 1.1 than in 1.04, due to the armor being heavier.

    Think about it from another perspective... how often do you see carapace used compared to redemption or regeneration?  It seems to be the stock pick for skulks 80% of the time, and since it's fairly common to spend some time as a skulk before upping yourself to something heavier, most of the encounters with fades and oni involve carapace too.  Lerk players seem to like using regeneration a bit more, but carapace is still damn common.  What's something that's going to cause a little more variety in the game going to do... ruin it all? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Don't know if it ruins it out, have to play before.

    On the original post I asked if its a dead upgrade, if the protection were better than being slowed.

    So far only one awnsered. The first reply.
  • NeoskepticNeoskeptic Join Date: 2002-11-01 Member: 3161Members
    My question is, will a skulk with level 3 cara still be able to run down a marine?
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    <!--QuoteBegin--Boltman+May 15 2003, 08:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 15 2003, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Skillzilla_+May 15 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I did kthx.

    And Boltman, NS IS A TEAM GAME!!!! WORK AS A TEAM THX~ You're supposed to keep them in base by ambushing them near to their base. Just try to understand that you're supposed to ambush when they're on their way.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wow really? I didn't realize that! /sarcasm

    I guess you think I am supposed to kill a 5 marine squad by myself on they are on their way to a hive heh?

    There will always be one time a huge squad with medpak spam will make to a hive, and its nothing 1 or 2 camping skulks can handle. There will be always times the alien team will need to rush a marines outpost, playing aliens is not all about camping until you have 2 hives then fade and rush. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Again, you say that you are supposed to kill 5 Marines by yourself. I again stress that you work as a team. If each Alien can pick off one Marine each, you're fine. Please stop saying "I'M SUPPOSED TO TAKE OUT 5 BY MYSELF?!" No. May happen in special occasions, but work as a team to kill them all. Rawr.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Skillzilla_+May 15 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ May 15 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you for being blunt. Skulks shouldn't even confront Marines from far away. They are ambush. Carapace just gives you some room for error. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Okay, and with motion hacks.... your supposed to give up?
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    With "Motion Hacks" you're supposed to stay still... When Aliens don't move (atleast in 1.04) it didn't show up on MT.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    actually you can kill 8 marines by yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    <a href='http://www.geocities.com/darkitunev/Killingspree.jpg' target='_blank'>http://www.geocities.com/darkitunev/Killingspree.jpg</a>
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--Neoskeptic+May 15 2003, 08:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Neoskeptic @ May 15 2003, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My question is, will a skulk with level 3 cara still be able to run down a marine? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yep
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited May 2003
    <!--QuoteBegin--Boltman+May 16 2003, 12:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 16 2003, 12:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Was it really necessary?

    I mean, now you have 16/23/30 armor per carapace level as a skulk, which makes lvl 1 and 2 upgrades not much useful, and now the alien walks slower with it?

    Marine with weapon upgrade lvl 3 owns skulks, gorges and lerks. And 2 marines with that upgrade kill easily a fade with carapace.

    I really don't see why slow the aliens. Aliens = melee, Marines = ranged. Aliens <b>need</b> to be fast otherwise they will die.

    And now that acid rocket was moved to 3rd hive ability, bilebomb no longer damages marines and lerk spores has been weakened... all the aliens have is pretty much melee. And they can't close distance very well if they run slower.

    Is carapace a dead upgrade now? I mean, you have extra defense, but get more hits. In the end, isn't pretty much the same? Is it still useful? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    also note that skulk speed has been raised by i believe 20... which kind of counteracts the fact carapace slows you down. Also skulks now have a normal armor rate of 20... and carapace raises this to 40... so the skulk in some ways is even better then in 1.04. Then you have to take into account the new bite model which allows you to see more of the screen and the fact the skulk model rotates when you walk along walls which can and will be used to fux marine aiming.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    To those n00bs that claim skulks should prevent marines from ever setting up seige outside a hive. Thats PRECISELY the reason aliens lose more than they win.

    These are big arsed maps for the skulks to patrol so we get all these skulks spread out thin and unlikely to mass.

    To be less of a n00b just say to yourself a thousand times. "the marine rush will always get thru". Then it takes teamwork to remove them, generally AFTER they setup base. The skulk cannot always be an ambush killer theres just too many ways in.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    The firm belief of some people that carapaced skulks = pwnage disturbs me.

    Remeber that it's 1.1 we're talking about here, with almost certainty that lerks and fades will be available @ hive 1. Surely a bit of spike, acid rocket and spore can get the marines to do a little tap dance while they're setting up their siege (if they ever do).

    BTW If the aliens get 2 hives, don't Gorges get bilebomb?
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    edited May 2003
    I like silence and celerity more then pace for skulking in 1.1

    Pace is just too slow and not worth it. It gives as much disadvantage as it does advantage, and you're paying for it! Also the new silence owns hard. I really expected it to suck like it did in 1.04, but it really doesn't, and you'll see why as soon as you try it. It's my fav upgrade in 1.1. I'm talking clanplay too btw, it is viable.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    <!--QuoteBegin--twilite)blue+May 15 2003, 11:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (twilite)blue @ May 15 2003, 11:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The firm belief of some people that carapaced skulks = pwnage disturbs me.

    Remeber that it's 1.1 we're talking about here, with almost certainty that lerks and fades will be available @ hive 1. Surely a bit of spike, acid rocket and spore can get the marines to do a little tap dance while they're setting up their siege (if they ever do).

    BTW If the aliens get 2 hives, don't Gorges get bilebomb? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Acid rocket is currently the third hive ability of the Fade, so... at one hive, no. Also remember that you still need res points for those evolutions. But yes, gorges get bilebomb at hive 2. It only effects buildings, but still useful.

    All this subject to change, of course.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    edited May 2003
    <!--QuoteBegin--Battousai^^x+May 15 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Battousai^^x @ May 15 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually you can kill 8 marines by yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    <a href='http://www.geocities.com/darkitunev/Killingspree.jpg' target='_blank'>http://www.geocities.com/darkitunev/Killingspree.jpg</a> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    your geocities is broken [edit] i got it working (but thats only 7 marines)[/edit]

    i use carapace 99% of the time. the only time i would consider anything else is gorge (redemption) or onos (regen) unless we have a healing station near the frontline in which case its carapace all the way for me
  • RED_NEDRED_NED Join Date: 2002-08-10 Member: 1131Members
    I'm guessing that as each upgrade of carapace adds a higher armour, and a lower speed.

    if so will it be possible to select what level carapace you are? so that you dont go really slow?

    if speed doesnt change with higher levels of carapace ignore this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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