1 Hive Evolutions?
fat_al
Join Date: 2003-01-03 Member: 11759Members
<div class="IPBDescription">Good or Bad?</div> Well, the more I thought about this, 'it wouldn't be to bad'. But there could be a drawback that hurts marines.
Lets say, that an onos (1 hive, only headbutt) rushes the marine base. Even though its at its 1 hive level, it's still going to cause much damage to the marine base, it still has 500hp w/ lvl3 carapace. I hope most of you can agree with this, most onos kill with headbutt/charge. So although it takes forever to save for an onos on hive 1, it can have a deadly attack that marines find hard to counter, and it be nearly invincible (exaggerating <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) I don't get it. Let's not start a flame war, but what do you people think? I would like to hear some opinions from the playtesters too.
-thx
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Lets say, that an onos (1 hive, only headbutt) rushes the marine base. Even though its at its 1 hive level, it's still going to cause much damage to the marine base, it still has 500hp w/ lvl3 carapace. I hope most of you can agree with this, most onos kill with headbutt/charge. So although it takes forever to save for an onos on hive 1, it can have a deadly attack that marines find hard to counter, and it be nearly invincible (exaggerating <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) I don't get it. Let's not start a flame war, but what do you people think? I would like to hear some opinions from the playtesters too.
-thx
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Comments
It should be easy to pursue a fleeing near-death onos and kill him.
Carapace slows down any alien who acquires it. Playtesters have said that celerity and carapace cancel out each other's speed effects, so I assume level 3 cara drops speed to 70%. Since a celerity alien moves at 130%, and half of that is 65%, you can understand why movement is such a popular first upgrade chamber in 1.1.
Heaven forbid you should have to work for your win.
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You also have to remember that it will take quite a while for an onos to pop up, even if one skulk just goes and hides in a vent until 70. The marine team should be able to take out a one hive onos, but only if that is what they are expecting. A marine team that expects a one hive onos and doesn't get one will probably be put back quite a bit, but a marine team not preparing for a one hive onos that DOES show up will be even more damaged...
I think this puts more stretegic possibilties into the game. Even with a two-hive lockdown, you still have more to fear than skulks, so you'd better be prepared......... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Can't wait.....
HAVE YOU PLAYED 1.1 YET?
UNTIL YOU HAVE PLEASE DONT TALK ABOUT BALANCE OF IT, YOU CANT JUDGE BALANCE ON A GAME YOU HAVN'T PLAYED.
Thankyou
Carapace slows down any alien who acquires it. Playtesters have said that celerity and carapace cancel out each other's speed effects, so I assume level 3 cara drops speed to 70%. Since a celerity alien moves at 130%, and half of that is 65%, you can understand why movement is such a popular first upgrade chamber in 1.1. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Hmm, I thought the Pt's said that carapace slows you down only a tiny bit, less than level 1 celerity increases your speed. It's just that every bit of speed is so vital to skulks, and now that they have 20 armour carapace isn't such a benefit. Not to mention the relative benefit of celerity compared to carapace for a gorge (cara gorge = uber slow, gets shot to death cele gorge runs away).
God help us all, thank fudge Mute will work in 1.1 to stop all the moaning from Skulks demanding Cara.
I still like the Sens - DC - Move way as a change.
However, as I said, the real problem isn't so much the 1 hive Onos, it is the Fades. Now, if Fades get Acid Rocket at second hive, not as much of a problem, but, I hope that doesn't happen, as blink is used merely for getting around to places faster, not its intentional, blink into someone's face and rip em apart (as I recall, it does an immediate melee attack after use for the purpose of blinking into people and killing them). Now, with the acid rocket, and the Fades coming faster, I think you will find those second hive rushing marines severely scarred.
Do not get me wrong, I enjoy evolutions at one hive, however, I think with this change, something more will be done, although from the sounds of it, it is fairly worked out. Although on that matter, I would like to say, the Dev Team has tested things before and when they hit production, it seems things get reversed, as the community is very different in varying team sizes, play styles, coordination, and a host of other things, so, while it may be balanced to them, it may be far off for the community, which I think they need to look for to entice people.
Doesn't fades get Acid Rocket at three hives now?
Well fades currently have acid rocket as their 3rd hive weapon, where it SHOULD be. A lot of the Fade's power is going to be judged when they get their mysterious 2nd hive weapon, which so far no-one seems to know anything about. Suffice to say I don't think it will make fades WEAKER, so I am a little concerned about how fades are going to fare against marines. Maybe a slight increase in res costs back to around 50 or so could be in order.
HAVE YOU PLAYED 1.1 YET?
UNTIL YOU HAVE PLEASE DONT TALK ABOUT BALANCE OF IT, YOU CANT JUDGE BALANCE ON A GAME YOU HAVN'T PLAYED.
Thankyou <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Maybe we should shut down the whole forum, since none of the posts obviously makes sense since you can't change ****, it's the devs that can change ****. Jesus, if people want something to discuss let them discuss it, at least it's keeping the forum alive.