low skulk uptake of alien upgrades
Melatonin
Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
<div class="IPBDescription">wherein upgrades are free?</div>anyone else not use upgrades as a skulk because you are saving for higher life forms?
could there be some kind of free upgrade scheme for skulks, or... perhaps even all life forms?
are there alternatives to free upgrades that might encourage skulks to diversify by actually using the growing number of upgrades without feeling ripped off?
could there be some kind of free upgrade scheme for skulks, or... perhaps even all life forms?
are there alternatives to free upgrades that might encourage skulks to diversify by actually using the growing number of upgrades without feeling ripped off?
Comments
e.g.:
Skulk free/1
Gorge 5/2
Lerk 15/5
Fade 30/10
Onos 55/15
Exaclty the same. In NS1 I would actually do all 3 upgrades if available. NS2 I don't feel any actually give me a huge advantage as skulk, at least not enough of one to warrant spending the time.
Agreed, having the marine commander upgrade once for armor or weapons which every marine gets, seems unfair when an alien is to use 2 resources for carpace or whatever they use every time they die. Buuut if there was some sort of focus like there was for ns1, then I will DEF be buying this every time I die :D
But I like the suggestions in this thread. The devs should try some of them.
In NS1 I think a player had far more control over the skulks movement. I mean I was pretty good with the skulk in NS1, no random bites all over the place, no tripping and falling while trying to gain speed. As a skulk in NS1, you could, mid combat, realise things were going badly, and simply leave. Go back and heal, fight another day.
In NS2 there seems to be very little control, and attacking marines feels like utter chaos. This may simply be due to the poor state of performance pre optimisation, or maybe its got to do with the massive loss of movement control from ns1->ns2. Either way, it feels like at any time I can be instantly killed, requiring me to redo all my upgrades.
I would like to see upgrade be free again. Chambers would then have bigger impact on the early game.
I really can't tell if people are being sarcastic in this thread or they are just being dense. I've decided to play it safe.
Anyway, make upgrades free. If players want to swap upgrades, make it cost 2 res. Easy easy easy.
I really can't tell if people are being sarcastic in this thread or they are just dense. I decided to play it safe.
Anyway, make upgrades free. If players want to swap upgrades, make it cost 2 res. Easy easy easy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Were upgrades always free though? I distinctly remember a time when they cost 2 res as they do now in NS2, but maybe I'm just imaging that.
They did cost 2 res for a long time, but after years of playtesting they realized it was better if they were free. It significantly altered the game, since now each of the 3 upgrade chambers were viable* and everyone, pubbers and scrimmers alike, lauded the change.
* Prior to free upgrades, the chambers chosen were always done with the fade in mind, since no one else bothered to get upgrades. Most fades wanted carapace, so it was DC start only for years. After free upgrades, it was more common to see MC first, for celerity and silence skulks. Or sensory first, for cloaked everything. It made the game much more fluid and more fun.
Especially now with no RFK. If RFK would be still in I would upgrade my skulk, because I can gain my res back with a kill. Now when aliens have 3 RTs I need to survive 40s to get my 4 res back and that I long for a agressive skulk.
I also believe it would be easier to balance the game by making the upgrades free. Non carapaced skulks are a lot easier to take down than carapaced ones. Stray shot from shotty = uncarapaced skulk death. Need a direct hit with carapace.
Of course, there is a bit of a good reason why upgrades for aliens cost res: Cause the damn marines can't use teamres to drop weapons for them.
This, except bind it to lifeform type, so you can have a different setup if needed (will cost more ofc)
So, setup one for skulk, then when you go fade, you have to buy a second set, but it will remain each time you fade.