Sensory First
Techen
Join Date: 2003-05-15 Member: 16340Members, Constellation
<div class="IPBDescription">Will this ability change things?</div> O Replaced Enhanced Hearing with "focus". Each level of focus slows your weapon/ability rate of fire by 20%, and increases effectiveness (damage, duration) by 10%. Doesn't currently give a benefit to use of umbra or blink.
Got this from the new posted change log. As always these changes may not happen and are not in stone. Would like to know if you think this ability could tip the D-M-S scale? I can see S-D-M being an option for early map dominance while still having striking power due to the "Focus" ability.
(If someone knows exact numbers for marine health and alien damage. It would be nice to know how much a 30% gain really translates too.)
Got this from the new posted change log. As always these changes may not happen and are not in stone. Would like to know if you think this ability could tip the D-M-S scale? I can see S-D-M being an option for early map dominance while still having striking power due to the "Focus" ability.
(If someone knows exact numbers for marine health and alien damage. It would be nice to know how much a 30% gain really translates too.)
Comments
In game terms, it would SEEM to give an important boost to Sensory, which right now is the weakest chamber. This would be good offensively, and defensively - much like Movement chambers can give Silence or Adrenaline.
Of course, being a wip log, we can't say with certainty if it'll be in the release, but it certainly sounds promising for the alien side <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
the fact that sensory offers nothing defensive, and indirect offensive help really hinders its use in this version. even though focus seems more like a movement chamber ability, it would really be better than magic farting marine ability. so little people use it that i can't even remember its real name.
i can see this especially useful for lerks, the 90000 rounds-per-minute 1/2 damage spikes could use a little more 'oomph' behind them, even if the rof suffers.
Your wish is my command. Beware, this is long.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> L0 L1 L2 L3
Light armor 50 70 90 110
Effective Health 142.9 166.7 200 250
Heavy Armor 200 230 260 290
Effective Health 500 560 620 680
L0 L3
Skulk Bite 75 97.5
vs
L0 LA(HA) 2(7) 2(6)
L1 LA(HA) 3(8) 2(6)
L2 LA(HA) 3(9) 3(7)
L3 LA(HA) 4(10) 3(7)
Skulk Parasite 10 13 :D
L0 LA(HA) 15(50) 11(39)
L1 LA(HA) 17(56) 13(44)
L2 LA(HA) 20(62) 16(48)
L3 LA(HA) 25(68) 20(53)
Gorge Spit 30 39
vs
L0 LA(HA) 5(17) 4(13)
L1 LA(HA) 6(19) 5(15)
L2 LA(HA) 7(21) 6(16)
L3 LA(HA) 9(23) 7(18)
Gorge Healspray 16 20.8
vs
L0 LA(HA) 9(32) 7(25)
L1 LA(HA) 11(35) 9(27)
L2 LA(HA) 13(39) 10(30)
L3 LA(HA) 16(43) 13(33)
Gorge Bilebomb 200 260
vs
Resource Tower 30 24
Lerk Spike 16 20.8
vs
L0 LA(HA) 9(32) 7(25)
L1 LA(HA) 11(35) 9(27)
L2 LA(HA) 13(39) 10(30)
L3 LA(HA) 16(43) 13(33)
Fade Swipe 80 104
vs
L0 LA(HA) 2(7) 2(5)
L1 LA(HA) 3(7) 2(6)
L2 LA(HA) 3(8) 2(6)
L3 LA(HA) 4(9) 3(7)
Fade Acid Rocket 50 65
vs
L0 LA(HA) 3(10) 3(8)
L1 LA(HA) 4(12) 3(9)
L2 LA(HA) 4(13) 4(10)
L3 LA(HA) 5(14) 4(11)
Onos Gore 90 117
vs
L0 LA(HA) 2(6) 2(5)
L1 LA(HA) 2(7) 2(5)
L2 LA(HA) 3(7) 2(6)
L3 LA(HA) 3(8) 3(6)
Onos Gore 180 234
vs
Resource Tower 34 26<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
I don't know exactly how Leap, Charge, and Xeno would be improved so I just skipped them.
The added 60% cooldown time seems to make this upgrade useful in only a few cases. Like extended duration spore clouds, brutal primal spiking, Gorges constantly healspraying and bilebombing without Adrenaline, Fades beating marines in fewer hits, more dangerous Skulks vs Heavies, and a better Stomp for Oni. It will also be very interesting to see how Metabolise will be affected.
Of course, all this may change before release day.
Umm... that doesn't sound like an advantage to me. Wouldn't you actually be dealing *less* damage per second than you would if you were attacking at the normal speed/damage?
Or am I getting my sums wrong? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Umm... that doesn't sound like an advantage to me. Wouldn't you actually be dealing *less* damage per second than you would if you were attacking at the normal speed/damage?
Or am I getting my sums wrong? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You aren't wrong at all. Personally, I don't understand why they just don't make it so it gives the upgrade dmg boost with no downsides at all.
For those of us who time our strikes, it shouldn't be too bad. Bit worried that RoF drops for seemingly no appreciable gain, but then I haven't seen what it would be like under Primal Scream. But the slow RoF really would be the kicker, since you'd be doing less damage overall - especially with energy drainers like Bile Bomb.
I LIKE!
Personally, the fact you're giving up SoF and Cloak to take this is downgrade enough, I'd at most make the speed decrease equal the damage increase =P
In addition its been mentioned that Xenocide and focus are a great combo. (Super Bomb!)
That is, you have to be sure you'll want it, but if you are, boom.
And anything is better than Pheromones, so you aren't losing anything by this upgrade being in.
edit: <b>Oh</b> I see. Thanks AC.
So, it looks like the alien that would most benefit from this is fades. Onos could use it for better stomp, but really, only fades would ever seriously consider this over SoF or claoking.
Just scroll up on that page, the number to the right of L# LA(HA) text are the amount of hits needed to kill each level armor for both the normal attack and the upgraded attack. The numbers in parenthesis are the number of hits against Heavy Armor.
I am very sure tho that the slow down is = to the damage increase.
Hence you bit half as often for twice as much damage.
You will kill in 1 bite as a skulk with focus.
Focus plus SC cloaking is pretty awsome.
If you time your bites (IE aim them) but they are few and far between (in terms of time) then this upgrade would make you twice as good.
However I personally am not sure how to use it yet.
In a way it acts like adrenaline (you need 1/2 the energy regen total).
It also work very well with silence, as you can miss a whole bunch then BAM, kill them in one hit. They never knew you where trying to bite them for like 12 bites (granted those 12 bites take the time of 24 normal bites).
I *feel* alot weaker when I only attack as 1/2 rate. Even if I'm doing double damage. Focus has ALOT of potential, and does in someways remove the need for early Mcs.
This contradicts the changelogs, but if it is true, then it can be a great upgrade if used correctly.
The fact that you have SCs around the map will be great too, just walk up cloaked to a marine and chomp him on one, instead of hitting him once, knock back taking effect, the 2nd chomp missing then him jumping around like a loony tryna dogde and fire at the same time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I think they did it to stop 'xenofocus' <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Defense upg's help this so it will remain <b>the</b> first chamber unless their are some major changes.
Perhaps Sc will be a viable 2nd chamber but tbh Adren makes lerking and fading alot easier. And celerity is superb for onos.
I LIKE! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Remember, it's 2 SLOW swipes w/up to level 2 armor. Time to kill isn't much different.
I agree with forlorn on this one: a straight-up damage increase, even just a small one, would make it a more useful choice. Considering how much a cloaked skulk can dominate, I don't think I'll be using this much if it stays at its current bonus(?) levels. However, it's still extremely new, and still in beta, so it could go anywhere from here.
Double dmg at lv. 3 focus, but 66% slowdown at lv. 3 focus. So, it's actually more useful.
Still, if it only works for 1st slot then I honestly can say I'll be going sensory first.
Why not make it work for all upgrades EXCEPT for 4th slots?
So no xenofocus, primalfocus, chargefocus, webfocus?, acidrocket/focus.