<!--quoteo(post=1960964:date=Aug 11 2012, 01:17 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Aug 11 2012, 01:17 AM) <a href="index.php?act=findpost&pid=1960964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The movement penalty is still there, remember that only the skulks carapace armour value was altered.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cute.
<!--quoteo(post=1961037:date=Aug 11 2012, 07:17 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 11 2012, 07:17 AM) <a href="index.php?act=findpost&pid=1961037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so what we have is a reversion to old values wherein skulks have 30 armor with carapace AND slower movement.
bad decision imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1959401:date=Aug 8 2012, 05:50 PM:name=schu)--><div class='quotetop'>QUOTE (schu @ Aug 8 2012, 05:50 PM) <a href="index.php?act=findpost&pid=1959401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And what scaling are you even referring to? I can point out obvious fixes that need to be addressed, one that comes to mind is the cost of a hive is too cheap or just builds way too fast.<!--QuoteEnd--></div><!--QuoteEEnd-->
rofl just 1 marine welding a cc is double if not triple the speed of a hive going up even with a gorge. idk what universe you're playing ns2 in, but you need to come back to ours.
<!--quoteo(post=1961084:date=Aug 11 2012, 09:42 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 11 2012, 09:42 AM) <a href="index.php?act=findpost&pid=1961084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This thread is pre 216, So now i've had Plenty of games in this new build i think carapace is about right at the moment. What you think?<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't matter. Carapace nerf is already in the pipelines with the slow down still attached to it. Aliens are somewhat a joke to play now in 216, 217 is going to demolish them, all because people couldn't wait till performance improved before crying foul about every little thing.
<!--quoteo(post=1961314:date=Aug 11 2012, 06:27 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Aug 11 2012, 06:27 PM) <a href="index.php?act=findpost&pid=1961314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're just going to have to rebuff aliens once Exos are in play. The continued alien nerfing if going to cause you tons of trouble in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->
Buffing them will just bring us back to the same issue where aliens were "op" for bad marines to handle.
They needed to address the real problem and that is alien's scaling. Flat armor boost and zero damage scaling leads to horrendous late game power which aliens are now suffering from and it's only going to get worse.
<!--quoteo(post=1960964:date=Aug 11 2012, 12:17 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Aug 11 2012, 12:17 AM) <a href="index.php?act=findpost&pid=1960964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The movement penalty is still there, remember that only the skulks carapace armour value was altered.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cara is equally problematic(i.e. required) on Fades IMO. And I hope it's being kept in mind that aliens got a massive survivability nerf across the board in 216 due to improved marine hitreg.
<!--quoteo(post=1961314:date=Aug 12 2012, 12:27 AM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Aug 12 2012, 12:27 AM) <a href="index.php?act=findpost&pid=1961314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're just going to have to rebuff aliens once Exos are in play. The continued alien nerfing if going to cause you tons of trouble in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->
Continued alien nerfing??? what the heck?????? have you been playing the same game as we are?? do you ever even play the marine side?
eh with speed loss still attached huh.. i'm honestly not sure cara will work at 30 doing that but we shall see o.0. It'll scale under w3/a3 with speed loss that is. Atleast we'll see more than just dc first i guess.
<!--quoteo(post=1961394:date=Aug 11 2012, 07:24 PM:name=LPC)--><div class='quotetop'>QUOTE (LPC @ Aug 11 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1961394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Continued alien nerfing??? what the heck?????? have you been playing the same game as we are?? do you ever even play the marine side?<!--QuoteEnd--></div><!--QuoteEEnd--> I playing both sides pretty equally as well as command. Marines can deny all alien expansion at the beginning of the game. Newborn cysts die if they are breathed on and newborn extractors die in 2 clips from an LMG.
ok so they have been nerfed slightly. it's just that you're making it sound as if aliens were underpowered? most would agree that aliens were easy peasy to win with in the previous ten or more builds....!
<!--quoteo(post=1961424:date=Aug 11 2012, 09:12 PM:name=LPC)--><div class='quotetop'>QUOTE (LPC @ Aug 11 2012, 09:12 PM) <a href="index.php?act=findpost&pid=1961424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ok so they have been nerfed slightly. it's just that you're making it sound as if aliens were underpowered? <b>most would agree that aliens were easy peasy to win with in the previous ten or more builds....!</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't justify the current direction Aliens are heading. Downhill into a smoldering crater.
The carapace change was horrid. They need to reverse it. The slowdown makes it untennable as onos without celerity, the increased armor makes it too powerful on skulks even with the slowdown. Lerks and fades aren't impacted by the slowdown so they just outright become more powerful than they were in NS1. Overall it just doesn't work.
Comments
Cute.
<!--quoteo(post=1961037:date=Aug 11 2012, 07:17 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 11 2012, 07:17 AM) <a href="index.php?act=findpost&pid=1961037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so what we have is a reversion to old values wherein skulks have 30 armor with carapace AND slower movement.
bad decision imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
Which makes carapace 100% useless to take.
rofl just 1 marine welding a cc is double if not triple the speed of a hive going up even with a gorge. idk what universe you're playing ns2 in, but you need to come back to ours.
<b> •Only upgrades from different hives can be evolved at the same time. </b>
AWESOME CHANGE
so subtle, yet so necesarry, why hasn't anyone thought of this before. HATS OFF
Doesn't matter. Carapace nerf is already in the pipelines with the slow down still attached to it. Aliens are somewhat a joke to play now in 216, 217 is going to demolish them, all because people couldn't wait till performance improved before crying foul about every little thing.
Buffing them will just bring us back to the same issue where aliens were "op" for bad marines to handle.
They needed to address the real problem and that is alien's scaling. Flat armor boost and zero damage scaling leads to horrendous late game power which aliens are now suffering from and it's only going to get worse.
Cara is equally problematic(i.e. required) on Fades IMO. And I hope it's being kept in mind that aliens got a massive survivability nerf across the board in 216 due to improved marine hitreg.
Continued alien nerfing??? what the heck?????? have you been playing the same game as we are?? do you ever even play the marine side?
I playing both sides pretty equally as well as command. Marines can deny all alien expansion at the beginning of the game. Newborn cysts die if they are breathed on and newborn extractors die in 2 clips from an LMG.
Doesn't justify the current direction Aliens are heading. Downhill into a smoldering crater.
The slowdown makes it untennable as onos without celerity, the increased armor makes it too powerful on skulks even with the slowdown.
Lerks and fades aren't impacted by the slowdown so they just outright become more powerful than they were in NS1.
Overall it just doesn't work.