Marines Have 5+ Armour Now?
Taaketa
Join Date: 2004-02-10 Member: 26357Members
<div class="IPBDescription">Whats going on?</div> Ok so I was playing on surftown servers.
I also check it out on Bryns at 82.138.247.145:27015
Specificly the custom map one 212.97.132.218:27015
And I noticed that when I had level 3 armour I had 90 armour.
I then looked at my armour again on a new map and saw I had 30 armour. Now I know that this morning it wasn't like that :/
but I thought it was a bug... but then I said "haha I'm bugged I've got 5+ armour." until all the other marines went... "Eh.. I do to WTH?"
As far as I know there is not any modification of NS on the server apart from the addition of adminmod and /stuck command.
so anyone else notice this on their servers? before I go ahead and sumbit a bug report?
So did I miss something or what?
I also check it out on Bryns at 82.138.247.145:27015
Specificly the custom map one 212.97.132.218:27015
And I noticed that when I had level 3 armour I had 90 armour.
I then looked at my armour again on a new map and saw I had 30 armour. Now I know that this morning it wasn't like that :/
but I thought it was a bug... but then I said "haha I'm bugged I've got 5+ armour." until all the other marines went... "Eh.. I do to WTH?"
As far as I know there is not any modification of NS on the server apart from the addition of adminmod and /stuck command.
so anyone else notice this on their servers? before I go ahead and sumbit a bug report?
So did I miss something or what?
Comments
And yes, +5 armour is one of the changes. Can you figure out what the other change is?
so 3 bites now?
so 3 bites now? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or two bites and a parasite <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Or maybe not.... *goes to hunt for new change*
Here's a table showing the number of attacks required to kill the various armour levels.
(Skulk bites, +focus, fade swipes, +focus, lerk bites, +focus)
25 2 1 2 1 3 2
30 3 2 2 1 3 2
45 3 2 3 2 4 2
50 3 2 3 2 4 2
65 4 2 3 2 4 2
70 4 2 3 2 4 2
85 4 2 4 2 5 3
90 4 2 4 2 5 3
You can see that the only significant change for one on one encounters is skulk vs amror 0 marine.
The patch also adds 50 to siege damage (330 -> 380 )
EDIT: okay <b>just one more bite in early game</b>, nice to know.
Level 1 armour is now just a small anti lerk aid and <b>rines always get one more second inside of spores</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> i like
*starts hunting servers which received sneak peaks at 3.1* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
omg, i found the bus!!11 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
though i dun think its enough to change the current situation of aliens sided games.
How did it go?
I'm not sure if I'm surprised or not
Keep in mind that its 2 bites and a parasite. The best part about this is how many parasite kills it will produce! 2 quick bites and a psite for the psite kill!
EDIT: Thats not the whole point though. It makes other marine tech paths, beside a1, viable, and it encourages an early lerk.
vs Skulk - +50%, +33%, +0%
vs Lerk - +33%, +0%, +25%
vs Fade - +50%, +0%, +33%
vs Onos - +50%, +0%, +0%
vs Focus Skulk - +100%, +0%, +0%
vs Focus Lerk - +0%, +0%, +50%
vs Focus Fade - +100%, +0%, +0%
vs Focus Onos - +0%, +100%, +0%
Marine Lifespan Increase (New Armor):
vs Skulk - +0%, +33%, +0%
vs Lerk - +33%, +0%, +25%
vs Fade - +50%, +0%, +33%
vs Onos - +50%, +0%, +33%
vs Focus Skulk - +0%, +0%, +0%
vs Focus Lerk - +0%, +0%, +50%
vs Focus Fade - +100%, +0%, +0%
vs Focus Onos - +100%, +0%, +0%
I guess the main reason for this change is to help break the IP, Armory, Armslab, Armor 1 build order. This also makes it harder to spawncamp the IP during early base rushes.
Correct. 330 -> 380 damage. It's basically one volly of 3 sieges less to down a hive.
Patch will be coming very shortly..
Skulks take an extra bullet to kill now with innate regen.
Focus ceases to be the end-all ability. I don't have a problem with that.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hmm...interresting to counter early focus rushes...but if an alien has 2 levels (focus), a marine should have at least 1, which always goes into armor for me...I like being a marine more myself, but i think this kind of 'underpowered' focus..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This change was made more for Classic than Combat..
Where aliens can drop 3 sens chambers immediately at game start and marines take some time to get the arms lab and a1 upgrade completed.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So, now there's no point in getting armor1 until fades come?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Consider that there are tons of 'freak' ways of losing some aromor - a single OC, Gorge spit, spores, you name it. A1 will remaion pretty damn viable, but it might just cease to be the only option.
This change only increases the need for an instant lerk. Definitely like the siege change however.