Misconceptions Concerning Focus
Anonymous_Coward
Join Date: 2003-08-15 Member: 19768Members
It seems that everybody has their own version and they don't coincide. I've heard 30%damboost/60%slowdown, 30%damboost/30%slowdown, 100%damboost/0%slowdown, 100%damboost/100%slowdown, 100%damboost/30%slowdown, and 100%damnboot/60%slowdown.
SO WHICH IS IT? I don't care if it 'may' or 'may not' change soon or whatever. All I want to know is exactly what it's at right NOW. Would anybody be so kind as to clear up this little bit, please?
Thank you.
SO WHICH IS IT? I don't care if it 'may' or 'may not' change soon or whatever. All I want to know is exactly what it's at right NOW. Would anybody be so kind as to clear up this little bit, please?
Thank you.
This discussion has been closed.
Comments
The percentage represents both the <i>damage done</i> and the amount of <i>time between successive attacks</i>.
Level 1: +30% (maybe +33%...)
Level 2: +60% (maybe +66%...)
Level 3: +100%
Note: In the current build (2.1o) focus only applies to the first slot weapons. The gorge's weapons have been rearranged (Slot1: Healing Spray, Slot2: Spit) to benefit from this.
Lvl 1: 33.33333333%
Lvl 2: 66.66666666%
Lvl 3: 100% (or double damage)
It might just be a <i>little too good</i> without a drawback. Same way cloaking's drawback is it only works when slow moving.
it's final. It might not even make it!
it's final. It might not even make it! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
True, true... but I agree with Uranium - 236 that there should be little drawback, if any. I (personally) feel that the RoF reduction should cut your speed by 25%, not 50%.
Also, if it doesn't make it, there is a good thread <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=50535' target='_blank'>here</a> that deserves consideration (IMO).
Normal skulk:
Bite1: Bite - 75 damage
Bite2: Bite - 75 damage
Focus skulk:
Bite1: Bite - 150 damage
Bite2: Wait
Since it is much easier to get one bite off than it is to get 2, focus is actually a really great skill. Its function is exactly what it sounds like. You must <b>focus</b> your energy into one powerful bite instead of 2 regular bites.
umm, healing spray has weapon 1 means that you can still heal with no hives. what happens then when you get a 8 gorge gang all with regen, heal spraying each other, after the last hive goes down? could be a funny last stand to watch.
Wouldn't be too great for skulks tbh, but it would absoultly rock for the bigger lifeforms. And a gorge would have a hard time on picking an upgrade.... "Cloak for defense? Scent of fear for defense? Focus to heal for more? Hmmm..."
But if flay wants focus to act like the aliens shotgun, he can go right ahead, it's a different approch to solve the same problem, that's for sure. My only question is that focus right now sounds like it's the best upgrade just about every class to get from the sensory chamber. I dunno tho, I've yet to play 2.1, but from first impressions this is what it seems.
It would be a marine nightmare without it.
I reckon that focus is here to stay (I can't say for certain since it's only beta), pheremones was a mediocre upgrade and, let's be honest, how many people actually used it? Makes the SC extremely viable for a first chamber now, and with the added cloaking effect in the SC radius, cloaked aliens are now more powerful than ever. It's just like the marines, do you upgrade armour first or weapons first.
spit, now becoming another nearly useless piece of content in ns. if they throw spit to slot 2 so it doesn't benefit from focus, at least give it a boost (if it hasn't been). something like a minor slowdown to marines when they get hit by it (there already is some sort of bug/funky effect where spit acts as a collision surface and might "stun" marines for a few milliseconds, especially if they are jumping).
For fighting a marine as a gorge spit is 2x as good for killing the rine before he kills you. Healspray is weak. Spit is strong.
For fighting a marine as a gorge spit is 2x as good for killing the rine before he kills you. Healspray is weak. Spit is strong. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
don't forget the rediculous cone of fire for heal spray. i was just speccing a scrim and some guy healspray killed a marine that wasn't on his screen. you don't have to aim it really...
As it stands now, only weapon slot 1 is affected by focus.
As it stands now, only weapon slot 1 is affected by focus. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note: In the current build (2.1o) focus only applies to the first slot weapons. The gorge's weapons have been rearranged (Slot1: Healing Spray, Slot2: Spit) to benefit from this.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As it stands now, only weapon slot 1 is affected by focus. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note: In the current build (2.1o) focus only applies to the first slot weapons. The gorge's weapons have been rearranged (Slot1: Healing Spray, Slot2: Spit) to benefit from this.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sorry about that. Thanks for the heads-up. Guess <i>I</i> had the misconception, huh? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Carapace - Can't heal unless you have a DC/Hive/Gorge there
Redeem - You often wont last long enough to do much damage. (Middle ground)
Regen - Get chopped up quickly by nastier marine weapons
Celerity - Marines can easilly tell you're comming
Adrenaline - All you get is more energy. You can't choose Silence/Celerity. (Middle ground)
Silence - You're still visible on MT
Cloaking - You de-cloak when you move fast and/or attack
SoF - All you get is a alien's version of MT. You can't choose cloaking/focus. (Middle ground)
Focus - Only works on hive 1 weapons which is completly fair... focus xenocide... *shiver* and then the cool-down time. But all 3 chambers (100% bonus, which is more like multiplying the damage of the attack by 2) are needed for a attack that does double damage to closely negate that cool-down time.
and then you have the 30 res cost for level 3 upgrades and then the 2 res cost for each time you want those upgrades when you respawn.
what's the point? If you think about it, it's not much of an upgrade at all.
In the same time frame, a skulk without focus will do the exact same damage as a skulk without. A gorge without focus will heal just as much as a gorge without.
but is it still 1 hit kills on lvl 1 armor???
but is it still 1 hit kills on lvl 1 armor??? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You're assuming that your first attack even hits. And marines still jump like frickin' springs, no? Sounds like a crappy upgrade to me.
On level 1 armor, yes. On level 2 I think it still takes two.
The only POSSBILE advantage focus could have is if it only drained as much stamina as one regular attack.
<b>in which case, i'd rather take adreneline</b>
In fact, it was toned down to only Slot 1 because of some of the benefits it gave the higher weapons were WAY too strong (such as Xenocide). At this point, the only weapons that Focus did NOT affect was Umbra and Blink.