Parasite
freebirdpat
Join Date: 2004-04-10 Member: 27826Members, Constellation, Reinforced - Shadow
I noticed that I have been having problems as a skulk namely, since marines now have more armor you have to parasite them. well that also leaves a skulk with 25% less energy and even though they only really bite and leap, if you the miss the parasite that means you have to get 3 bites in...
I think maybe lowering the energy cost of parasite would be a welcome effect, right now its seems you can parasite 3 times at the cost of roughly 75% energy. then the fourth parasite takes about a second to rejuveunate it seems.
I don't know its just been annoying me to be up on a marine and notice i have 0 energy
I think maybe lowering the energy cost of parasite would be a welcome effect, right now its seems you can parasite 3 times at the cost of roughly 75% energy. then the fourth parasite takes about a second to rejuveunate it seems.
I don't know its just been annoying me to be up on a marine and notice i have 0 energy
Comments
But yeah, I&S.
"General Discussion
Give feedback on features, ask questions, learn and contribute.\"
That sort of like feedback is it not? New feature of more marine armor...
Rushing no longer works and resupply is more overpowered than it was before.
NOT to mention focus doesnt kill a marine in one hit anymore. that was the whole point of focus. now its a waste of 2 points. same with classic ns
Agreed.
Moreover the high energy cost is a tradeoff, imho, because marines can't counter the main purpose of parasite without dieing.
Rushing no longer works and resupply is more overpowered than it was before.
NOT to mention focus doesnt kill a marine in one hit anymore. that was the whole point of focus. now its a waste of 2 points. same with classic ns <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
focus was always pointless, espcially in ns mode, it lowers your average damage over time (your refire rate is reduced by more half while ur damage is only doubled).
So.. aim better and use only one parasite.
In combat, aliens are DEFENDING, just like the message says at the beginning of the game. That means you parasite the marine(s), then retreat, and wait for them around another corner. If you play defensively as a skulk, you shouldn't have any adrenaline problems caused by parasite.
I think maybe lowering the energy cost of parasite would be a welcome effect, right now its seems you can parasite 3 times at the cost of roughly 75% energy. then the fourth parasite takes about a second to rejuveunate it seems.
I don't know its just been annoying me to be up on a marine and notice i have 0 energy <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
this is something for the I&S forum buddy... but yea i agree that a slight decrease in energy should take place however... if it was to far great to where a skulk became a ranged unit and could shoot para every 2 seconds and never run out that wouldnt be good
Choose adrenaline as your upgrade <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Choose adrenaline as your upgrade <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yea really...