Was the additional +5 armor needed?

SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
<a href="http://www.unknownworlds.com/forums/index.php?s=5788380455876285440&showtopic=86623" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=86623</a>

It promised "new branches in the tech tree", "diversity" and other such ideas. Well, armor 1 is still the first arms lab upgrade in nearly every match played.

What I'm wondering is why the +5 armor was added to begin with and kept in, even though the main goal of the idea still isn't accomplished.

Landing 5 bites as a skulk on a armor 3 lmg is ridiculous, if he has any decent aim. I see many games on aero, g4b2s, bad and jigglys, ending within minutes because the aliens have an extremely hard time holding onto territory, because they simply can't take down marines, even in close-quarters combat.

I do feel that the +5 armor could be removed, because it didn't accomplish what the creator intended. However, if anyone could tell me how does it benefit the game, I'll be happy to hear it.
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Comments

  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    At the very least, it now promotes parasiting which is an essential alien strategy, commonly overlooked because it was thought to "deal no damage"
  • Splinter_SteveSplinter_Steve Join Date: 2005-03-20 Member: 45881Members
    edited May 2007
    While being one of the most annoying things in the game, I'm always glad when my team does it (parasiting)
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    280 hp takes 4 75 damage skulk bites to kill. With meds, it'll take five.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i dont know what game youre playing. a parasited armor0 marine takes 2 hits + 2 more because of the server + 2 more because of medpacks = 6 bites.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
    i dont know what game youre playing. a parasited armor0 marine takes 2 hits + 2 more because of my aim + 2 more because of medpacks = 6 bites.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    fixed.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1624191:date=May 1 2007, 09:23 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ May 1 2007, 09:23 AM) [snapback]1624191[/snapback]</div><div class='quotemain'><!--quotec-->fixed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    touche
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited May 2007
    It gets very frustrating when a team does not parasite, which obviously allows the marines to sneak around easily. But recently I have found public teams to parasite a lot more, which is nice to see.

    Having the +5 armour would benefit a marine team whose skills fall way short of the opposing teams'. However, I agree with an alien team struggling against a marine team who can actually aim well. So I believe they have come to quite a good compromise on the issue.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I like to parasite key marine players. That way I can warn my team with, "Hey the guy with the SG/GL/UbePistol/is-almost-dead-HA etc. is the parasited marine. It's incredibly useful combined with a tactically important explaination.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    <!--quoteo(post=1624189:date=May 1 2007, 04:13 PM:name=TOmekki)--><div class='quotetop'>QUOTE(TOmekki @ May 1 2007, 04:13 PM) [snapback]1624189[/snapback]</div><div class='quotemain'><!--quotec-->
    i dont know what game youre playing. a parasited armor0 marine takes 2 hits + 2 more because of the server + 2 more because of medpacks = 6 bites.<!--QuoteEnd--></div><!--QuoteEEnd-->

    More than that...
    With super jump marine, he knockback 10 meters from you and have time to fire all the bullets he have... and i don't talk about the super fast pistol shots.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1624259:date=May 1 2007, 03:36 PM:name=Joe2)--><div class='quotetop'>QUOTE(Joe2 @ May 1 2007, 03:36 PM) [snapback]1624259[/snapback]</div><div class='quotemain'><!--quotec-->
    More than that...
    With super jump marine, he knockback 10 meters from you and have time to fire all the bullets he have... and i don't talk about the super fast pistol shots.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, that is more than needed, isn't it?
    The Skulk will take additional 20 hits due to super warp and if it is spanish or finnish (or a german tank lawl), it'll even need the super fast pistol <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--quoteo(post=1624191:date=May 1 2007, 09:23 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ May 1 2007, 09:23 AM) [snapback]1624191[/snapback]</div><div class='quotemain'><!--quotec-->
    fixed.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    it wouldve been more funny if it hadnt taken me 5 reads to notice the difference between the that and my line. anyways, youre probably right but i wont go down without a compromise of some kind. so <b>8 bites</b> is my final offer
  • DuoGodOfDeathDuoGodOfDeath Join Date: 2002-08-01 Member: 1044Members
    Aim with your heart and you'll never miss.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1624302:date=May 1 2007, 07:15 PM:name=DuoGodOfDeath)--><div class='quotetop'>QUOTE(DuoGodOfDeath @ May 1 2007, 07:15 PM) [snapback]1624302[/snapback]</div><div class='quotemain'><!--quotec-->Aim with your heart and you'll never miss.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Comm?
    Stretch out with your feelings?
    Feelings sir?
    God damn it soldier! USE THE FORCE!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Okay other than buffing the entire marine team in order to promote parasite, what else does +5 armor really do? In terms of reinforcing with a threat... Remember when co gave aliens exp that gradually rises, in order to "support" marine pushes? People weren't exactly "motivated".

    If I see a marine, to me, it's a marine marine, so I parasite whatever I can, because I don't read the name that jumps out. And also on encouraging parasiting... What if you already parasited what you could before? I don't think this would help those people. And the nubbers... they probably still don't parasite anyway.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    <!--quoteo(post=1624339:date=May 1 2007, 10:33 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ May 1 2007, 10:33 PM) [snapback]1624339[/snapback]</div><div class='quotemain'><!--quotec-->
    Okay other than buffing the entire marine team in order to promote parasite, what else does +5 armor really do? In terms of reinforcing with a threat... Remember when co gave aliens exp that gradually rises, in order to "support" marine pushes? People weren't exactly "motivated".

    If I see a marine, to me, it's a marine marine, so I parasite whatever I can, because I don't read the name that jumps out. And also on encouraging parasiting... What if you already parasited what you could before? I don't think this would help those people. And the nubbers... they probably still don't parasite anyway.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    If you had played before the added 5 armor, you would know that very few people parasited on pubs. Even in competitive play, very few teams utilized it. After the additional 5 armor, as soon as people figured out that a parasite would take the marines to 2 bites, all of a sudden almost every marine became parasited.

    The added 5 armor also did what it was supposed to do - break the armor 1 trend. Prior to this patch I almost never saw anyone go anything other than armor 1. When a marine died in 2 bites, it was just too hard to kill the skulk. Excluding when the marines would get knocked back across the room of course.
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    I lol'd x5.

    Smood, answer me honestly: how much did you play before the +5 armor?

    I remember it used ot be ZOMGOMZOGMOGMOMG SCREENSHOT!!!!!!!! parasite kill!!!! back then , because it was so rare. You preach all the time about dumbing down the game, yet you are against something that intrinsically motivates newer players to parasite? Sorry, I can't agree with that. This upgrade has made pub play much better IMHO.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Preaching about dumbing the game... that's only pne method for the initial problem of stacking. You have all these ways, handicapping, auto matching and such, or you could make the game easy to the point where performance between all players is identical. So yes, it's a method, but I'm open for any ideas to reach the goal.

    The benefit of parasite is just that, to see where marine movement is. Adding a threat to reinforce this is not necessary.

    Again I point to my example about co. Flay and company saw that marines did not push out and would stay at base most of the time. They tried a number of ways to "encourage" marines to push out. Among them was adding a threat, which was that aliens got free exp over time.

    Now the thinking was that the marines would be smart enough to know that the longer the game went, the aliens would eventually overlevel them and win. But that did not happen.

    In fact, the game went as it used to, except now the endgame became heavily skewed.

    So while I think encouraging can be good, using a threat isn't always the best manner. I don't know the numbers as the ns hit/kill machine is outdated, but do higher lifeforms require more hits to kill marines than before?

    I'm sure in competitive play, skulks ALWAYS parasite. This hasn't changed their game, but only made skulking weaker.

    And then you'd think, why stop with parasite? Let's look at umbra. Some would say it's not used enough in pubs. Are you going to use negative reinforcement and make other lifeforms die even quicker to threaten people to use umbra?

    I'm not sure exactly where between 2.0 and now, the +5 armor came through, but I do see aliens having a very difficult time holding territory in the early game. And while I believe parasiting is always a good thing, using a threat isn't the only option to do this. Perhaps this +5 armor could be removed and give skulks, already without their bonus hive armor, a bigger hand in the late game. They've only gotten weaker since 3.2.
  • SkulkBaitSkulkBait Join Date: 2003-02-11 Member: 13423Members
    Smood, thats not how things work. If my years on these boards has taught me anything its that the aliens always need nerfing and the marines always need buffing. So I suggest we remove carapace and give marines annother +5. That should encourage the aliens to try harder.
  • JpkJpk Join Date: 2007-04-29 Member: 60754Members
    <!--quoteo(post=1624380:date=May 2 2007, 05:40 AM:name=SkulkBait)--><div class='quotetop'>QUOTE(SkulkBait @ May 2 2007, 05:40 AM) [snapback]1624380[/snapback]</div><div class='quotemain'><!--quotec-->
    Smood, thats not how things work. If my years on these boards has taught me anything its that the aliens always need nerfing and the marines always need buffing.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    because 3.1 was all about marine buffs right
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Meh, the +5 armor bonus only made it harder to nail a group of marines. Fighting a single marine is just as easy/hard as it was before the bonus.
    If you ambush he is dead anway.
    If you bhop-charge him it all depends on the rines aim (because your crosshair will be several times on the rine, allowing to para him)


    The problem for new/not so good players is that if you para a marine early, he will be aware of ypur presence. So you either have to para him, and then bite him down the same moment, or you just para him and let him go for another minute. Or you utilize a 2 skulk ambush.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited May 2007
    The marine boost +5 gives is all the same for me although I'd get rocked even more as a marine. However, I'd really miss the parasite. Even at the moment I'm raging half of the pub gaming because nobody uses the para enough.

    If skulks actually took out marine res and parasited, the alien might be winning 70% of the pub games or so.
  • NiebelungNiebelung Join Date: 2006-11-12 Member: 58565Members, Constellation
    edited May 2007
    <!--quoteo(post=1624403:date=May 2 2007, 12:58 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ May 2 2007, 12:58 AM) [snapback]1624403[/snapback]</div><div class='quotemain'><!--quotec--> If skulks actually took out marine res and parasited, the alien might be winning 70% of the pub games or so. <!--QuoteEnd--></div><!--QuoteEEnd-->x2

    Smood, why do you go digging around for some change you don't have any real knowledge about to try to get it unchanged? You obviously don't understand what +5 did. Spend less time trying to fix the game and more time actually learning about it.

    At this point there really isn't any practical way to remove the armor one trend. either armor one works or it doesn't (working being saving the marine from an extra bite). If it doesn't work, it is completely worthless, marines will get a HUGE nerf, and instead of people usually going a1 first, no one will ever go a1 first. a1 first is a good plan because having your marines live longer will always be better than having them do more damage/sec(unless its some insane amount), because the game is about much more than damage/sec.

    And in reality, I see PG first almost much as A1 first. The only no-no's are mt or w1 first really.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    You can't break the a1 trend without a major rework of the game balance - you can't nerf A1 or marine earlygame will become too weak, you can't buff W1 or marine earlygame will become too strong(debatable).
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I'm looking at the wrong perspective.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1624516:date=May 2 2007, 04:09 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 2 2007, 04:09 PM) [snapback]1624516[/snapback]</div><div class='quotemain'><!--quotec-->You can't break the a1 trend without a major rework of the game balance - you can't nerf A1 or marine earlygame will become too weak, you can't buff W1 or marine earlygame will become too strong(debatable).
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Good point, but what do you think about getting MT or catpacks prior to Armor level 1 spending?
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    if you go for early MT, there's almost 0 chance you have w1, a1 and pg tech before the fade comes. miss any of those 3 upgrades and a single fade will tear through the marines.

    not impossible though. get 4 marines to run straight out of the base and gun down 1 RT before the aliens have a chance to set up chambers/lerk/ambush. that can buy you time to sit on res with MT and wait for upgrades before the fade comes. risky, though.

    ^ only talking about evil clanner games, though. in pub games just rush arms lab upgrades for marine victories.

    catpacks are just for show. requiring research (time+preventing other AL ups), being expensive, and not speeding up reload time makes them ineffective. i dont see a situation where early cats make a noticable difference at the expense of a1. i've got the best med-drop aim in ns and i won't touch catpacks with a bargepole.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I might not see them as a replacement for w1 but it sure helps early game. A rine on cats will knife a rt as if he was born to do it. Also it will be a lifesaver against the pesky lerks especially on shotguns
  • SaeppelSaeppel Join Date: 2005-02-16 Member: 41353Members, Constellation
    edited May 2007
    the only difference that these extra armor points do is enforcing to parasite, at least as long as the marines dont have a1. however, since youre used to parasite, you'll probably parasite them as well.
    alternatives to a1 are only fast phasetech or mt. however having no ups in clan matches will probably lead the aliens to win (when theyre not far worse than the marines) simply because fades can kill them so easily.
    when the lerk is up the cripple 5 armor points dont give a damn anymore, the 3 or 4 out of 100 situations are the exception

    i think your points is that you cant hit parasites (i cant either but i dont want the game to be changed) <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--quoteo(post=1625729:date=May 8 2007, 04:23 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ May 8 2007, 04:23 PM) [snapback]1625729[/snapback]</div><div class='quotemain'><!--quotec-->
    i've got the best med-drop aim in ns<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    <!--quoteo(post=1625722:date=May 8 2007, 05:12 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 8 2007, 05:12 PM) [snapback]1625722[/snapback]</div><div class='quotemain'><!--quotec-->
    Good point, but what do you think about getting MT or catpacks prior to Armor level 1 spending?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Catpacks? Definetely not. MT can be a huge help, but a few mins into the game you are going to see fades. I think they are the alien class least hampered by MT because they just move too fast. Even when you know they are coming it often doesn't matter anyway. Its definetely possible to get MT and A1 at pretty much the same time, which only MT-viable way to go I think.
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