About The Carapace Nerf In 1.1
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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?
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?
Comments
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?
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.
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.
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.
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....
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?
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.
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.
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.
Okay, and with motion hacks.... your supposed to give up?
<a href='http://www.geocities.com/darkitunev/Killingspree.jpg' target='_blank'>http://www.geocities.com/darkitunev/Killingspree.jpg</a>
yep
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.
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.
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?
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.
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.
<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
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-->