Now, 2 skulk bites plus a parasite kill an a0 marine (as was already said). I realized that if a marine gets parasited once, it might be worth giving them a medpack. So, skulks need to parasite twice to guarantee a 2-bite kill.
<!--QuoteBegin-TheAdj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Anderval+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> anyone tested how many bullets of ff it takes to nullify the extra bite?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Anderval: It should be 4, since 1 marine armor point is equal to 2 HP and FF does 33% of actual damage (10 damage per lmg round). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So it does exactly 33% damage, not 1/3 damage? Good to know. And the marine will still be alive with .1 hp left?
<!--QuoteBegin-Nemesis Zero+Apr 27 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 27 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yup. Contrary to popular belief, we tend to concentrate on Classic first, Combat second <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> how about making this change classic only ? kind of makes early focus useless in combat...
hmm i dont relly notice a big diffrence with the new patch, but anyway time too get para killing! <!--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 love this! Can't wait to test it as soon as I get home. Good job NS devs <!--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-->
Marines are already getting pwned by focus, xeno, early lerks, early fades, 4 point onos in combat. All you need is to do a parasite. And if 1 player goes lerk and the others get focus, marines still die in 1 focus bite. Or do you just want to kill every single marine all on your lonesome?
Thanks dev for listening to the idea, now just seeing whether it has the intended effect or entirely something else ^^.
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
<!--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-->Zunni you really took that suggestion to heart eh...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not just me, all the devs have been paying attention.. Contrary to some popular belief <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
All you need to have is a lerk and this advantage is negated. All 5 classes should be used to give the aliens a supreme advantage. If you don't have a lerk then too bad, this advantage will hurt the aliens somewhat, but not by much.
However, once you have a lerk, this advantage is not only negated, but marines will be screaming for meds and won't be able to build effectively.
Aliens already have a cheap 30 res or 2 point counter, so this isn't some overpowering advantage.
And in NS, even if you solo say a A3 marine, the comm may be busy elsewhere and you can still kill in 2 swipes, or 1 para and 2 bites. If the marines are in a team, they will be welding anyways and you shouldn't be able to wipe them out rambo style and will need your TEAM to help.
And in combat, this now gives marines a reason to take A3 instead of W3, for example. Opens up the choices somewhat.
As a wild suggestion, how about you play first and make your predictions later?
BTW, I just checked our dev forum logs, and honor where honor's due, the armor update was brought up and is courtesy of tanke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited April 2005
Well, that suggestion was suggested by several people, both competitive and non-competitive -- I&S and the balance threads. Honor them.
<span style='color:white'><a href='http://www.unknownworlds.com/view?action=displaycommunityrules' target='_blank'>Read the first entry.</a> Consider this your official warning.</span>
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 46620Members, Constellation
I'm very pleased to see this idea finally be implemented. This is sure to solve some/most of the balance problems, and will show even more possible upgrade-order for both the aliens and marines!
<!--QuoteBegin-Rover+Apr 27 2005, 11:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rover @ Apr 27 2005, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nemesis Zero+Apr 27 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 27 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yup. Contrary to popular belief, we tend to concentrate on Classic first, Combat second <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> how about making this change classic only ? kind of makes early focus useless in combat... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How's that? Sure, you won't be able to slaughter any idiot without armor1 in one bite anymore, but leap+focus is still powerful. Focus is still almost a necessity to kill jps effectively.
I have a feeling I'll say this for as long as I'm affiliated with this game, but no, we won't play favoritism with our audiences. Play Combat, play Classic, it's your choice, and we won't do anything in direct favor or against either group.
I feel that it's an absolutely fantastic change for combat after playing a couple rounds as both Marine and Alien. I previously got focus early and went on a rampage, which I can't do now, but early lerk seems like a good way to adapt. Marines have a better shot of winning now, you just need a couple of welders to go around then the skulks have to play catchup on the entire game. Just have to figure out how I'm going to go about my alien upgrades, so far it looks like focus is now one of the last upgrades I get.
<!--QuoteBegin-Fatal Error+Apr 27 2005, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fatal Error @ Apr 27 2005, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So...since this nullifies Focus, maybe you should it back to 1 in Co? Not that I'm such a big co fan... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It hardly nullifies it if you have...idk...teamwork. Spore = a lot of focus targets. Or just parasite the marine before you bite him. Heck, leap at him; the damage from leap will probably kill him.
EMP_DemonNothing to see here.Join Date: 2005-01-28Member: 38754Members, Constellation
<!--QuoteBegin-Sky+Apr 27 2005, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 27 2005, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heck, leap at him; the damage from leap will probably kill him.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> One hour into 3.03, twelve extra leap kills and about twenty parasite kills. All thanks to extra marine armour. <!--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-->
<!--QuoteBegin-EMP Demon+Apr 27 2005, 03:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EMP Demon @ Apr 27 2005, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sky+Apr 27 2005, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 27 2005, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heck, leap at him; the damage from leap will probably kill him.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> One hour into 3.03, twelve extra leap kills and about twenty parasite kills. All thanks to extra marine armour. <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ahaha. Win. Amazing how 5 extra armor can affect tactics so much. Parasite used to give you away when you were ambushing a rine, now it makes you kill faster.
hmm. Interesting. The idea of biting a marine and then finishing him off with a long distance parasite kill sounds more skulk like than chewing at his ankles.
<!--QuoteBegin-Supernorn+Apr 27 2005, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ Apr 27 2005, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm. Interesting. The idea of biting a marine and then finishing him off with a long distance parasite kill sounds more skulk like than chewing at his ankles. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its an even better idea to parasite him first, after all the marines can still aim even though they got a buff.
Perhaps we should say "owned" when someone dies to bite, and <b>not</b> para/leap? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
<!--QuoteBegin-TheAdj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Anderval+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> anyone tested how many bullets of ff it takes to nullify the extra bite?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Anderval: It should be 4, since 1 marine armor point is equal to 2 HP and FF does 33% of actual damage (10 damage per lmg round).
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So it does exactly 33% damage, not 1/3 damage? Good to know. And the marine will still be alive with .1 hp left?
<!--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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how about making this change classic only ? kind of makes early focus useless in combat...
but anyway time too get para killing! <!--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-->
Good job NS devs <!--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-->
Thanks dev for listening to the idea, now just seeing whether it has the intended effect or entirely something else ^^.
The other affect this will have is in late game combat, 1 focus swipe, medpack, then it'll take another 2 focus swipes to take em down.
Not just me, all the devs have been paying attention.. Contrary to some popular belief <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
However, once you have a lerk, this advantage is not only negated, but marines will be screaming for meds and won't be able to build effectively.
Aliens already have a cheap 30 res or 2 point counter, so this isn't some overpowering advantage.
And in NS, even if you solo say a A3 marine, the comm may be busy elsewhere and you can still kill in 2 swipes, or 1 para and 2 bites. If the marines are in a team, they will be welding anyways and you shouldn't be able to wipe them out rambo style and will need your TEAM to help.
And in combat, this now gives marines a reason to take A3 instead of W3, for example. Opens up the choices somewhat.
BTW, I just checked our dev forum logs, and honor where honor's due, the armor update was brought up and is courtesy of tanke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how about making this change classic only ? kind of makes early focus useless in combat... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How's that? Sure, you won't be able to slaughter any idiot without armor1 in one bite anymore, but leap+focus is still powerful. Focus is still almost a necessity to kill jps effectively.
It hardly nullifies it if you have...idk...teamwork. Spore = a lot of focus targets. Or just parasite the marine before you bite him. Heck, leap at him; the damage from leap will probably kill him.
One hour into 3.03, twelve extra leap kills and about twenty parasite kills.
All thanks to extra marine armour. <!--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-->
One hour into 3.03, twelve extra leap kills and about twenty parasite kills.
All thanks to extra marine armour. <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ahaha. Win. Amazing how 5 extra armor can affect tactics so much. Parasite used to give you away when you were ambushing a rine, now it makes you kill faster.
its an even better idea to parasite him first, after all the marines can still aim even though they got a buff.