Crag hive, Carapace, Regen

DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
Choosing crag as the first hive and acquiring carapace and regen is without doubt the route 99 in 100 games plays out. Is there a flaw in the alien's base health and armor values that makes people feel compelled to take these two upgrades first? Or are these upgrade simply much more powerful than what else is (and will be) available? <i>Should</i> they be more powerful? Considering there are multiple ways to start the game off as marines in terms of what to build and research first, I see this as a problem for the Alien team.

Theoretically speaking, if the next patch automatically made the first hive Crag, would there really be many complaints?

/brainstorm
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Comments

  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    * Shade should be a passive ability, the current implementation is just a tedious micro-managing task for the commander that addresses no specific balance concern. (Not only did they make it a stupid active, they also nerfed it by making camouflaged buildings loop a sound) It's by far one of the most pointless mechanics implemented in the transition from NS 1 to NS 2. I've come to think they just came up with it to give the alien commander something more to do.

    * Camouflage and silence are fine and just generally underrated, but the crag/regen/cara combo is just stronger overall for sure.

    IMO carapace and regen should be weaker early on, and only hit full strenght when the shell matures. In addition, upgrades should go back to costing p.res, and camouflage and silence should be considerably cheaper than carapace/regen. This would make them less of a no-brainer and actually diversify alien gameplay.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    From what I've seen, it's the ease of use that drives it. People really don't like thinking about "using" silence, coordinating shade attacks and so on. In the current state of the game, it seems very obvious to me that making a couple shades and never letting go of near-total map control (with a train of cloaked skulks attacking everywhere) is a lot better than taking a couple more LMG bullets that weren't going to hit you anyway. Of course, there are other benefits for crags (healing, umbra etc) but the shade is currently the more 'active' of the two (until we get the Shift and see some <i>real </i>NS gameplay). It's also map-dependent because the scale of things is so inconsistent - on tram/summit you can get away with 1 shade at your main hive for racing across the whole map, but on mineshaft you need forward shades (which is more risky).

    I only notice the crag upgrades when we hit 2 hives and my easymode lerk can use both upgrades at once to be unkillable.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1931111:date=Apr 29 2012, 12:29 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 12:29 AM) <a href="index.php?act=findpost&pid=1931111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Shade should be a passive ability, the current implementation is just a tedious micro-managing task for the commander that addresses no specific balance concern. (Not only did they make it a stupid active, they also nerfed it by making camouflaged buildings loop a sound) It's by far one of the most pointless mechanics implemented in the transition from NS 1 to NS 2. I've come to think they just came up with it to give the alien commander something more to do.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh no, having to actually perform macro mechanics in an RTS. I really dislike how Alien commander has been simplified over and over again, I don't think autocasting for elements like this should be implemented.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    edited April 2012
    <!--quoteo(post=1931111:date=Apr 28 2012, 10:29 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 28 2012, 10:29 AM) <a href="index.php?act=findpost&pid=1931111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Shade should be a passive ability, the current implementation is just a tedious micro-managing task for the commander that addresses no specific balance concern. (Not only did they make it a stupid active, they also nerfed it by making camouflaged buildings loop a sound) It's by far one of the most pointless mechanics implemented in the transition from NS 1 to NS 2. I've come to think they just came up with it to give the alien commander something more to do.<!--QuoteEnd--></div><!--QuoteEEnd-->

    this is a huge gripe of mine when playing as alien comm. it's frustrating for my team needing to keep asking me to click on cloak. God forbid i have multiple up then i feel compelled to just travel the map and play whack a shade.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    Hotkey shades, tap the hotkeys and press W in order

    Congratulations! Now you're playing like it's an RTS and it's not hard at all!

    (Bonus tip: you can do the exact same thing with crags and umbra)

    If/when the game has screen hotkeys it will be much easier to manage this, but it shouldn't ever be done for you. That takes the "RTS" out of the alien commander and reduces the amount of expressivity in how people play the game (the number of meaningful choices they can make, how they make them etc). NS1 didn't have anyone triggering the cloak on sensory chambers because there was no sensible way to assign that role, but in NS2 there is a commander and it's very obviously a task for the commander. The advantage of having it not automated is that you can pool energy on shades/crags to use their abilities continuously at a later time, if they wouldn't be effective right now. Choices! Tradeoffs!
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931124:date=Apr 29 2012, 12:46 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 29 2012, 12:46 AM) <a href="index.php?act=findpost&pid=1931124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hotkey shades, tap the hotkeys and press W in order

    Congratulations! Now you're playing like it's an RTS and it's not hard at all!<!--QuoteEnd--></div><!--QuoteEEnd-->

    This. Though on that note it would be nice to have more than 5 hotkeys. Also I think the hotkey is now S since the Alien com building mechanics were simplified.

    Would people have Shields/meds and ammo packs automatically administer themselves for the marine com as well?
  • Unknown_SoldierUnknown_Soldier Join Date: 2002-11-03 Member: 6395Members
    I think it's more lack of other options in the beta than anything. Camouflage and Silence simply don't offer anything of use when compared to Carapace and Regen considering how easy it is to get up in Marine's faces anyway.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    And a lot of players consider the Shade hive abilities cheasy.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    <!--quoteo(post=1931125:date=Apr 28 2012, 10:47 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 28 2012, 10:47 AM) <a href="index.php?act=findpost&pid=1931125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would people have Shields/meds and ammo packs automatically administer themselves for the marine com as well?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was gonna post this, but then I realized it's totally different. Medpacks, nano etc are specifically targeted. They have to be active abilities because you can use them 100 different ways. The comparison (unfortunately) is that MACs and ARCs do tons of stuff automatically - and maybe they shouldn't. Or maybe the comparison is bad - obviously if you deployed an ARC you want it to shoot (and it's still targetable if you want to do that), but it's not always true that a shade/crag should be using its ability at a given time.

    <!--quoteo(post=1931127:date=Apr 28 2012, 10:51 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 28 2012, 10:51 AM) <a href="index.php?act=findpost&pid=1931127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And a lot of players consider the Shade hive abilities cheasy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because they are. On summit and tram, the presence of a shade on a competent team basically says "you need to spend 50 res on observatories to cover the map, to counteract our 10 res shade"
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    And why exactly does it need to be tied to energy? It doesn't make any freaking sense. Implementing 'micro tasks' for the alien commander, just for the sake of it is retarded. I can't believe some people actually think it's a good thing. Why not ask the commander to click heal on crags as well then. I've played RTS competitively, I can micro just fine but it needs to actually require micro for a reason, not because 'it can'.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Would people have Shields/meds and ammo packs automatically administer themselves for the marine com as well?<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is just a stupid comparison, for one they use entirely different resources and secondly meds and ammos are not something you can or should be dropping all the time (since there are other p.res sinks to keep into account) There is nothing else to spend shade energy on, or crag umbra for that matter, so requiring the commander to click a button is completely pointless.

    Also, shades shouldn't give camouflage to aliens on the move, that's the cheesy part, they have camouflage for lifeforms, shades should just be for structures. (And possibly lifeforms not moving/evolving)
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1931129:date=Apr 28 2012, 10:52 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 28 2012, 10:52 AM) <a href="index.php?act=findpost&pid=1931129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And why exactly does it need to be tied to energy? It doesn't make any freaking sense. Implementing 'micro tasks' for the alien commander, just for the sake of it is retarded. I can't believe some people actually think it's a good thing. Why not ask the commander to click heal on crags as well then. I've played RTS competitively, I can micro just fine but it needs to actually require micro for a reason, not because 'it can'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's like I said - it opens up the possibility of 'storing' cloak/umbra for later use, if they won't be useful right now. If they take the current game, and make cloak/umbra automatic, they need to introduce a new negative effect for a tradeoff (or else it's seen as "just another alien buff", which is exactly what it is). But you've played "RTS" competitively, and what I said was "retarded", so I'm gonna check out some other threads with adults posting in them now :)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1931128:date=Apr 29 2012, 12:51 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 29 2012, 12:51 AM) <a href="index.php?act=findpost&pid=1931128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was gonna post this, but then I realized it's totally different. Medpacks, nano etc are specifically targeted. They have to be active abilities because you can use them 100 different ways. The comparison (unfortunately) is that MACs and ARCs do tons of stuff automatically - and maybe they shouldn't.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, I was more directly responding to this statement "my team needing to keep asking me to click on cloak. God forbid i have multiple up then i feel compelled to just travel the map and play whack a shade." which I probably should have quoted in my post. You could replace the words cloak and shade with the marines assist functions.

    Marine com should be able to manually target enemy structures with Arcs.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1931130:date=Apr 28 2012, 10:56 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 28 2012, 10:56 AM) <a href="index.php?act=findpost&pid=1931130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's like I said - it opens up the possibility of 'storing' cloak/umbra for later use, if they won't be useful right now. If they take the current game, and make cloak/umbra automatic, they need to introduce a new negative effect for a tradeoff (or else it's seen as "just another alien buff", which is exactly what it is).<!--QuoteEnd--></div><!--QuoteEEnd-->

    simple. keep the energy on the shade, but make the duration shorter than the time it takes to charge up enough energy to use it again. if it's on autocast, it's gonna run into "cooldown" periods. otherwise if the commander really wants to click on it manually, then there should always be enough energy.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931129:date=Apr 29 2012, 12:52 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 12:52 AM) <a href="index.php?act=findpost&pid=1931129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is just a stupid comparison, for one they use entirely different resources and secondly meds and ammos are not something you can or should be dropping all the time (since there are other p.res sinks to keep into account) T<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was addressing a specific part of the argument against the timesink of the action, the resource it uses is irrelevant.

    <!--quoteo(post=1931129:date=Apr 29 2012, 12:52 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 12:52 AM) <a href="index.php?act=findpost&pid=1931129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is nothing else to spend shade energy on, or crag umbra for that matter<!--QuoteEnd--></div><!--QuoteEEnd-->

    There will be.

    <!--quoteo(post=1931129:date=Apr 29 2012, 12:52 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 12:52 AM) <a href="index.php?act=findpost&pid=1931129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, shades shouldn't give camouflage to aliens on the move, that's the cheesy part, they have camouflage for lifeforms, shades should just be for structures. (And possibly lifeforms not moving/evolving)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed to some extent. I think that "Cloak" should affect everything within its radius, building or player. It would act as it does now, only with players leaving the radius also losing the cloak. Camouflage should be for on the field.


    <!--quoteo(post=1931134:date=Apr 29 2012, 12:59 AM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Apr 29 2012, 12:59 AM) <a href="index.php?act=findpost&pid=1931134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->simple. keep the energy on the shade, but make the duration shorter than the time it takes to charge up enough energy to use it again. if it's on autocast, it's gonna run into "cooldown" periods. otherwise if the commander really wants to click on it manually, then there should always be enough energy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would mean anyone wanting to use the Shade effectively would still need to be doing the exact thing you have a problem with now.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's like I said - it opens up the possibility of 'storing' cloak/umbra for later use, if they won't be useful right now. If they take the current game, and make cloak/umbra automatic, they need to introduce a new negative effect for a tradeoff (or else it's seen as "just another alien buff", which is exactly what it is). But you've played "RTS" competitively, and what I said was "retarded", so I'm gonna check out some other threads with adults posting in them now :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Me calling it retarded is as mature as you and Arkanti completely ridiculing the argument the way you are doing. You did not provide a single point as to why it couldn't possibly be passive, or why it would be too powerful, as a result my point still stands. (I guess your argument revolves around shade being too powerful, though you never explicitly mentioned that, and I agree it is too powerful even as an active)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's like I said - it opens up the possibility of 'storing' cloak/umbra for later use, if they won't be useful right now. If they take the current game, and make cloak/umbra automatic, they need to introduce a new negative effect for a tradeoff<!--QuoteEnd--></div><!--QuoteEEnd--> The trade-off would be that it no longer affects moving units, which quite frankly was a bad design decision anyway. I don't mind umbra being an active as much, but you wouldn't want the heal to become an active either. The crag has 2 abilities, one is a passive and one is an active, which is fair enough, particularly because umbra is really powerful and having it triggered everytime something takes damage in its vicinity would be too powerful. The shade only has an active, when it should be designed the same way instead. Alien structures should have a purpose beyond just offering an 'active (the shade is in fact the only structure that is an exception to this design rule) so what I propose is to have cloak as a passive and phantasm as an active. (like every single other structure in the game that offers energy-abilities)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1931141:date=Apr 29 2012, 01:05 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 01:05 AM) <a href="index.php?act=findpost&pid=1931141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Me calling it retarded is as mature as you and Arkanti completely ridiculing the argument the way you are doing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm expressing my concern with any and all mechanical complexity being steadily stripped away from the alien commander, a role that has been long demanding more things to keep busy with has instead had actions removed.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    I don't consider having to click a shade active to be true 'complexity'. I agree with your concern in the sense that the alien khammander is incredibly boring as it is, with very few choices to make and little support to provide. I'd love to see them add more depth to the khamm, give him more tech, give him more support abilities, etc. THAT would be true complexity. I.e complexity derived from having a variety of choices and trade-offs, not complexity derived from tedious, pointless or confusing mechanics.

    You could argue that drifters added complexity, since it's harder and requires more micro to build through drifters than it is currently, but surely you're not going to claim that the recent change is 'dumbing down' the khamm? Or that somehow making crag heal an active will make the commander 'more complex and enjoyable'.

    I'm all for complexity, as long as it actually makes sense and isn't perceived by players as a frustrating or repetitive task.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    <!--quoteo(post=0:date=:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer)</div><div class='quotemain'><!--quotec-->It's like I said - it opens up the possibility of 'storing' cloak/umbra for later use, if they won't be useful right now<!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't it a little ironic to advocate simplicity that can lead to complexity and cite the resource model as one way of acomplishing this and then advocate one-button structure-specific resources just to open up one-dimensional possibilities, i.e., 'storing'? A preferable solution that maintains that possibility would be a pooled resource that applies to all triggered abilities so that the tradeoff would extend to "which ability to use and when" rather than simply "when to use the ability".

    <!--quoteo(post=0:date=:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti)</div><div class='quotemain'><!--quotec-->I'm expressing my concern with any and all mechanical complexity being steadily stripped away from the alien commander<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you're right to worry about this and hopefully Xarius's concerns can be addressed by simply making it not such the whack-a-shade job it is currently. The unnecessary 'micro-tasks' are not necessarily the button-pressing that is involved in using each ability but the button-pressing involved in resource-management (clicking on every shade just to see how much energy it has feels quite redundant). Again, pooling this energy seems like a solution. Apm requirements would be unchanged in terms of truly useful actions and useful information can be gleaned from the UI rather than furious click-spamming.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    Yeah but those actions should be fun.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    <!--quoteo(post=1931159:date=Apr 28 2012, 04:39 PM:name=Tinker)--><div class='quotetop'>QUOTE (Tinker @ Apr 28 2012, 04:39 PM) <a href="index.php?act=findpost&pid=1931159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah but those actions should be fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
    QFT
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1931141:date=Apr 29 2012, 01:05 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 01:05 AM) <a href="index.php?act=findpost&pid=1931141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alien structures should have a purpose beyond just offering an 'active (the shade is in fact the only structure that is an exception to this design rule) so what I propose is to have cloak as a passive and phantasm as an active. (like every single other structure in the game that offers energy-abilities)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The shade has the disorient ability as a passive.

    <!--quoteo(post=1931153:date=Apr 29 2012, 01:28 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 01:28 AM) <a href="index.php?act=findpost&pid=1931153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You could argue that drifters added complexity, since it's harder and requires more micro to build through drifters than it is currently, but surely you're not going to claim that the recent change is 'dumbing down' the khamm?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would. As was the change away from drifters/cysts on the hive energy. Sure it wasn't perfect, but it provided more choice and consequence than the current mechanics do.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The shade has the disorient ability as a passive.<!--QuoteEnd--></div><!--QuoteEEnd--> The sound thing? What a terrible passive, I would even argue that's more of a nerf than anything else, since now you know where there's hidden structures. (It completely nullifies the point of hiding structures or proper 'ninjaing'.)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931167:date=Apr 29 2012, 01:45 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 29 2012, 01:45 AM) <a href="index.php?act=findpost&pid=1931167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The sound thing? What a terrible passive, I would even argue that's more of a nerf than anything else, since now you know where there's hidden structures. (It completely nullifies the point of hiding structures or proper 'ninjaing'.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wasn't defending it as a great mechanic, just pointing out what it is.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    At the risk of cluttering the UI with needless information, it might not be a terrible idea when a shade/crag is used to display a timer to the commander indicating how much longer the effect will last for. Maybe not, I'm not really sure. But, as it stands, I have no idea how long invisibility lasts for when I click it so it's tough to keep it up constantly without checking/clicking on it all the time which is kind of annoying.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1931124:date=Apr 28 2012, 03:46 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 28 2012, 03:46 PM) <a href="index.php?act=findpost&pid=1931124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hotkey shades, tap the hotkeys and press W in order

    Congratulations! Now you're playing like it's an RTS and it's not hard at all!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also you don't need to select more than 1 unit at a time, you can just hotkey all of those too, it worked in dune!

    'Use clunky mechanics when more streamlined options are available' is not a good philosophy, if I want to automate it, I should be able to.
  • MaukkaMaukka Join Date: 2011-06-12 Member: 103991Members, Reinforced - Diamond
    Shouldn't the shade passively cloak nonmoving objects and leave the active ability for the hallucination that's yet to come out? I usually don't even bother building shades untill very late into the game in public matches, they are boring to use and require more microing than anything the marine commander has to b used well.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118002" target="_blank">I posted a topic similar to the OP</a>, it's because carapace is such a good investment (it's nearly mandatory) in the higher lifeforms while being one of the best upgrades for the lower lifeforms as well.
  • iCed_iCed_ Join Date: 2012-04-26 Member: 151107Members
    I agree with the post. Alien comm should have other competitive options. I have no clue how to fix this =D
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Does Cara even have a downside? Regen only triggers away from combat, so since Carapace adds more armor by default, minus the move speed or some other stat of lifeforms by X% could do the trick.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1931287:date=Apr 28 2012, 04:45 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 28 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1931287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does Cara even have a downside? Regen only triggers away from combat, so since Carapace adds more armor by default, minus the move speed or some other stat of lifeforms by X% could do the trick.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i wouldn't call that a downside, that's just how the mechanic works, and it's not taking anything away from the alien itself.
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