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| Natural Selection - General Discussion General Discussion for Natural Selection |
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#31 (permalink) |
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Join Date: May 2005
Age: 24
Posts: 2,750
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Re: NS Site update:
Do you know how little 1% actually is?
For comparison, you get 2% per tick (at the same speed) just for standing around, no matter what chamber you have. And thats ALL the time. 1% translates to 11 hp instead of 10 hp for skulks, gorges, and lerks. Its barely noticeable unless you're at least a Fade. Fades get 13 instead of 10, and Onos get 16 instead of 10. And while they appreciate the boost, they never thought DC healing was important to begin with, because they had so much hp to heal that it took forever at 10 hp per tick. |
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#32 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,160
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Re: NS Site update:
unless of course youre outside MS as an onos with a gorgey and a DC farm.
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__________________
|TG-6th|Ferris Bueller Important TG Reading | Support TG - Become a Supporting Member | TacticalWiki - Your TG Guide Kicked/Banned? READ THIS FIRST! | Complete list of TG Admins | Think Someone Did A Good Job? Nominate Them For a Ribbon! Report Problem Players/Appeal Your Ban | Learn TG - The TG Mentoring Program ![]() __________________ "Never underestimate the power of human stupidity." -Lazarus Long |
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#33 (permalink) |
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Join Date: May 2005
Age: 24
Posts: 2,750
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Re: NS Site update:
Then its useful, granted. Of course, the bonus you get from that is neatly countered by the reduction in hive-2 and hive-3 armor in 3.2. Which means the DC-Onos is about as powerful as before, but the MC-SC Onos is suddenly much weaker.
You know, it just occurred to me that the new system breaks Carapace on Onos. Cara-Onos will die with more than 100 armor left now. So a 3-Hive Carapaced Onos, which has 3,550 HP in 3.1, only has 2,334 HP in 3.2. I'm not going to like Onosing in 3.2 ![]() |
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#34 (permalink) | |
![]() Join Date: May 2005
Location: Milford MA
Age: 21
Posts: 358
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Re: NS Site update:
Quote:
Onos drop like flys in 3.1, if that is true, then they will drop even faster. |
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#35 (permalink) |
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Join Date: May 2005
Age: 24
Posts: 2,750
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Re: NS Site update:
It's not QUITE as bad as I make it seem, because it only matters with 2 or 3 Hives. 2 and 3 Hive Onos in 3.1 don't drop too fast, although 1-Hive Onos do. Now just imagine that all Onos in 3.2 are 1-Hive Onos.
For reference, Onos HP table: Code:
1-Hive 2-Hive 3-Hive 3.1 Carapace 2334 3075 3550 No Carapace 1900 2200 2500 3.2 Carapace 2334 2334 2334 No Carapace 1900 1900 1900 |
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#36 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: NS Site update:
I think the armor change is a step in the right direction. This game needs to be less hopeless for the team that is behind. This change will make it easier for marines to take out lifeforms late game and make a comeback. Aliens will have to be more careful, and it will become more like what you see marines doing now. You can't just rush in and count on recovering if you don't wipe everything out.
I wish though that the armor still worked the same way in skulks. I think this change will make shotguns too effective against skulks. On the DCs the main thing that gets me excited about the 1% thing is the affect on hives. I don't know too much about the fire rates of weapons, but to my knowledge an adren gorge shoots love spray about 3-4 times per DC tick or there abouts. That means DCs can effectively replace 2-3 gorges healspraying if you have enough of them. 8 DCs should heal 60 each, for 480 hive hp per tick. 1% is obviously going to help things with greater health health more. RTs have 1500 hp, so healing jumps from 10 to 25, not that you often see the pair. OCs have 1000hp, so you double the healing from 10 to 20. DCs will heal other DCs for 22 each. It doesn't sound like much but these add up to a lvl0 bullet per tick. In a game where gorges are not always available to heal structures, putting a DC in the area to help maintain RTs that the marines like to scratch at and supply nearby aliens with a little extra health might not be so bad. I want to see the SC-DC combination so you can hide DCs around the map. Now if only I could get them to increase the DC healing range... |
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#37 (permalink) |
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Join Date: May 2005
Age: 24
Posts: 2,750
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Re: NS Site update:
Wait, the DC tick upgrade affects healing buildings as well? I missed that.
*checks changelog* Kind of ambiguous. I'd like to test that in game and see whether that affects buildings. If it does, then I withdraw all complaints about it being underpowered. (And Hives have 7k hp, not 6k). |
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#38 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,160
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Re: NS Site update:
oh for the days of the 1.04 onos that was freaking invincible. much <3. oh...and why havent they brought back babblers? everyone misses babblers!
__________________
|TG-6th|Ferris Bueller Important TG Reading | Support TG - Become a Supporting Member | TacticalWiki - Your TG Guide Kicked/Banned? READ THIS FIRST! | Complete list of TG Admins | Think Someone Did A Good Job? Nominate Them For a Ribbon! Report Problem Players/Appeal Your Ban | Learn TG - The TG Mentoring Program ![]() __________________ "Never underestimate the power of human stupidity." -Lazarus Long |
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#41 (permalink) |
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Join Date: Oct 2005
Posts: 131
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Re: NS Site update:
Expect level 3 weapons to be the most popular upgrade in 3.2. I think its going to be far better than jetpacks and heavy armor. I just wish they made it that level 3 upgrades should only be available after the armory is upgraded so it will not be too game breaking.
Think about it. Fades DROP FAST when there is only 1 hive and level 3 weapons. It takes like 2.5 shotgun shots with level 3 to kill a fade. Same goes with onos, it will take only like 65 hmg bullets to kill an onos now. |
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#42 (permalink) | |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: NS Site update:
Quote:
Remember though, you will still have all the same hive abilities. Fades may drop fast at hive1, but they also don't have metabolize. Same with onos and stomp. Hive 2 abilities help all the life forms stay alive more with the exception of bile for gorges. |
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#43 (permalink) |
![]() Join Date: May 2004
Posts: 370
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Re: NS Site update:
The armor change was badly needed. Two hive aliens have a massive advantage that was nearly impossible to overcome, and this fixes the problem neatly. They still have the abilities of hive two, but aren't nearly as tough. This gives marine tech a chance to counter.
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#44 (permalink) |
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Join Date: Oct 2004
Location: Kingman AZ.
Age: 20
Posts: 1,445
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Re: NS Site update:
Wow, I like how this thread has gone from the "Site update" to "Game Update/Discussion's".
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