Carapace
wlibaers
Join Date: 2002-11-15 Member: 8685Members
<div class="IPBDescription">is useful for...</div> Yes, for what? With a skulk without carapace I often have one armour point left when I die. So is carapace useful at all for skulks? (assuming the 20 armour skulk, not the beta skulks) Or is there an extra carapace effect in 2.0 other than an increase of the armour number?
I guess it is useful for all of the higher classes, but I find it hard to quantify exactly how useful. What's the gain for each class?
I guess it is useful for all of the higher classes, but I find it hard to quantify exactly how useful. What's the gain for each class?
Comments
Post-2.0 I always take Redemption.
Wow...it's like Ultima Online. Post and Pre-Aos with the change to battle damages. LoL
Well thats a waste tbh. If one skulk is slightly better than one marine an upgraded skulk can be better than 2 marines.
SoF, Silence, Cara. Ultra ninja skulk
Well thats a waste tbh. If one skulk is slightly better than one marine an upgraded skulk can be better than 2 marines.
SoF, Silence, Cara. Ultra ninja skulk <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Do that with regen, so you don't have to run back to get healed after each fight.
not sure but i think its 30% on spawn + 10% for each level of carapace.
plus you have more of them.
-Cpl. Hicks
IMHO I've noticed a positive difference when skulk bombing under carapace. And its the difference that has me exploding IN their base, not in a puddle in front of the turrets....
I don't think regen is worth much because if you chose your engagements correctly you can take out 3 marines and run back to base and heal and come back for more food. I'd rather take cara and take out all 4 marines. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Regen only works If you are a higher lifeform.
Since it heals by % its best used for fades and onos, it heals more HP since they have a higher HP count, also helps for in combat too
I.E
onos loses down to 300hp every regen heal will give him 30-40hp which will help him in the fight. As for skulk it will heal a measly 4-6 not as useful for combat.
Then again you might be the kind that attacks then hides while he regens <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The downside is that redemption is unlikely to work for most aliens when the marines have upgraded weapons. And for skulks it rarely works even at first level weapons.
Thanks for the carapace info, I knew there was an armour effectiveness increase in version 1, but didn't know if that was still the case in 2.0.
Post-2.0 I always take Redemption.
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Redemption on a skulk <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
I'll make a handy list:
<b>Skulk</b>: Carapace - always.
<b>Gorge</b>: When taking out a turretfarm, regen. Otherwise, carapace.
<b>Lerk</b>: Mostly the same as above.
<b>Fade</b>: Carapace - always.
<b>Onos</b>: Unless I'm feeling especially heartless (in which case I'd get redemption), I always get carapace.
SO yes, like a 1.0X nub, i use carapce for just about everything <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>Gorge</b>: When taking out a turretfarm, regen. Otherwise, carapace.
<b>Lerk</b>: Mostly the same as above.
<b>Fade</b>: Carapace - always.
<b>Onos</b>: Unless I'm feeling especially heartless (in which case I'd get redemption), I always get carapace.
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If I'm playing as a lerk, which is my favorite class, I always choose Regeneration. My play style is to hide in vents and spore/spike marines that pass by. If they get a couple shots on me, I simply retreat further into the vent and heal for a bit.
It's been dreadfully effective, especially on ns_veil. I often hide in one of the circular rooms by marine spawn and fire spores into their base. Veil is full of lerk-friendly vents near major traffic areas.
In a nutshell, Regeneration allows you to be your own mobile outpost, not having to rely upon any chambers. Pair this with Scent of Fear, and you're well-equipped to see the marines, spore the marines, and kill the marines.
with onos its regen all the way. it regens an onos soo fast at lvl3. better than a hive healing u.
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No, carapace does not slow you down. It went away in 2.0h or something distant like that.
Of course, this is just a personal strategy - redemption or regeneration are by no way <i>wrong</i>. They just fit different styles of play <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cara helps, it's just painful to constantly try to heal in the early game when a vanilla skulk with regen is still such a threat.
But of course,mines....Redemption's worst enemy....stick a mine on an Onos and watch him go bewm!