Carapace is not good

GertjanGertjan Join Date: 2011-08-30 Member: 119151Members
edited October 2012 in NS2 General Discussion
Hi

Most of the people think carapace is one of the best upgrades there is. But in my opinion it is one of the most useless upgrades there is ( I'm talking about skulks )
I prefer to have Silence, camoflage or celerity as first upgrade. everything execpt carapace...

I mean carapace gives you 20 extra armor.. Its like 1 tiny bullet more. I prefer to go silence and sneak or go fast and dodge all bullets.

Can someone please explain me why everyone uses carapace as first upgrade. I really can not see why it is so good!

20 armor is nothing, marines get alot alot alot more then that. 1 tiny bullet more versus 2 or 3 bites more if marines have armor ...


Be aware: i'm talking about skulks!! For onos cara is very good ...




(off topic) And imo bite needs too much aim. Just saying that bite needs to be less accurate. Alien is skillbased, wich is good, but pffff somethimes its pissing me off.
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Comments

  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Hm, doesnt Cara guarantee you to survive a lvl0 shotgunblast point-blank?
    (cant remember if its true, think i read it in the forums somewhere)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    Cara is decent but it doesn't really do anything to help skulks scale into the mid or lategame. Usually by the point is is unlocked, it has already become somewhat redundant, on skulks anyway. Personally I prefer regeneration, though it takes a different play style. (Hit and run, harrass rather than fully commit and die with maybe 1 kill)
  • DystoDysto Join Date: 2007-10-05 Member: 62545Members, Reinforced - Shadow
    edited October 2012
    It used to be a lot better, when hitreg was not where it is now. And so they changed it. A lot of comms are going for celerity now'a'days. Sometimes silence (which early game...I really love).

    I do think for the skulk (not sure about other aliens) Carapace improved is a must.

    **EDIT** Maybe scale Carapace per hive? That'd be awesome...at least for skulk, again, no idea for other aliens
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Also, only reason why celerity is such a nobrainer is because basic alien movement mechanics are lacklustre. Once that is addressed, hopefully we will see a lot more variety.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    It is not 1 more bullet. I am not exactly sure how it works in ns2 to be honest and it would be great if someone could enlighten us, but in ns1 it was something like the more armor you have the less damage you take so it turned out to be quite a few more bullets. Too be honest I wasn't exactly sure how it worked in ns1 either but I am sure it was better then just adding an extra 20hp.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    here we go again..
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited October 2012
    <!--quoteo(post=1992772:date=Oct 17 2012, 01:45 PM:name=Dysto)--><div class='quotetop'>QUOTE (Dysto @ Oct 17 2012, 01:45 PM) <a href="index.php?act=findpost&pid=1992772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It used to be a lot better, when hitreg was not where it is now. And so they changed it. A lot of comms are going for celerity now'a'days. Sometimes silence (which early game...I really love).

    I do think for the skulk (not sure about other aliens) Carapace improved is a must.

    **EDIT** Maybe scale Carapace per hive? That'd be awesome...at least for skulk, again, no idea for other aliens<!--QuoteEnd--></div><!--QuoteEEnd-->

    It was "Better" (broken) when it gave you 50 armor instead of 20.
    Cara is great now, it allows skulks to survive shotgun blasts and take a few crucial hits more before dying. The difference is pretty substantial.
  • DystoDysto Join Date: 2007-10-05 Member: 62545Members, Reinforced - Shadow
    Even with no weapon upgrades I die in one blast...? And no, I don't jump at them head on.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Yeah, it's not a 1 bullet difference. No wonder there's so many people going for cele, they don't have a clue on how useful cara is.

    I don't have a clue either, but I can damn well tell it increases my survivability for quite a bit. Considering how easy it is to gun down skulks, you NEED that extra HP. If you need cele because you have trouble closing gaps, stop running towards marines thru straight corridors.
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    edited October 2012
    Please see this wiki page about damage types: <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types</a>

    Lvl 0 LMG (10 damage) against a skulk (70 hp) without carapace (armour 10): 70/10 = 7 shots for health + 10/(10/2 ) (normal dmg vs armour) = 2 shots for armour. 9 hits = 1 dead skulk.

    Lvl 0 LMG (10 damage) against a skulk (70 hp) with carapace (armour 30): 7 shots for health + 30/(10/2) = 6 shots for armour. 13 hits = 1 dead skulk.

    This is a pretty big increase in survivability.

    I would also like to point out that Carapace is pretty much the only upgrade that makes attacking defensive marine positions (phasegates, bases) significantly easier for all lifeforms. Sometimes you need that capability for head-on attack, and this is where many of the more situational upgrades fail.
  • GertjanGertjan Join Date: 2011-08-30 Member: 119151Members
    <!--quoteo(post=1992786:date=Oct 17 2012, 04:14 PM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Oct 17 2012, 04:14 PM) <a href="index.php?act=findpost&pid=1992786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please see this wiki page about damage types: <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types</a>

    Lvl 0 LMG against a skulk without carapace (armour 10): 70/10 = 7 shots for health and 10/(10/2) (normal dmg vs armour) = 2 shots for armour. 9 hits = 1 dead skulk.

    Lvl 0 LMG against a skulk with carapace (armour 30): 7 shots for health and 30/(10/2) = 6 shots for armour. 13 hits = 1 dead skulk.

    This is a pretty big increase in survivability.

    I would also like to point out that Carapace is pretty much the only upgrade that makes attacking defensive marine positions (phasegates, bases) significantly easier for all lifeforms. Sometimes you need that capability for head-on attack, and this is where many of the more situational upgrades fail.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok that's 4 more hits... 4 hits = 1 mouse click or 0,5 second holding down the mouse. I just don't understand why people take carapace as first upgrade. It gives like 1 second more survivability.

    Make is a descent upgrade so marines will need to have like 16 hits, 50 armor for skulks. Cause 20 armor is nothing
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    <!--quoteo(post=1992788:date=Oct 17 2012, 02:22 PM:name=Gertjan)--><div class='quotetop'>QUOTE (Gertjan @ Oct 17 2012, 02:22 PM) <a href="index.php?act=findpost&pid=1992788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok that's 4 more hits... 4 hits = 1 mouse click or 0,5 second holding down the mouse. I just don't understand why people take carapace as first upgrade. It gives like 1 second more survivability.

    Make is a descent upgrade so marines will need to have like 16 hits, 50 armor for skulks. Cause 20 armor is nothing<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ok you can stop trolling now.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    <!--quoteo(post=1992789:date=Oct 17 2012, 06:43 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Oct 17 2012, 06:43 AM) <a href="index.php?act=findpost&pid=1992789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok you can stop trolling now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think hes trolling sadly.

    If so I will bite.

    The thing about being a skulk is that you try to avoid bullets. If you just stand there and take it in the face then yes 4 bullets doesnt help. But if your moving all over the place or for example running around a marines feet, 4 more bullets can be quite a few. This is compounded by the fact that clip sizes are limited, so if a good marine typically uses half a clip killing a skulk then they can kill 2 vanilla skulks, but only 1 carapace skulk. Likewise if a meh marine kills a skulk with a whole clip then he can no longer do so which makes a huge difference.

    Not to mention you can survive a direct mine hit and are much more resistant to shotgun marines.

    As alien commander I always get leap first and then cara immediately and I am always a little baffled by leap -> celerity commanders (I would say they likely do it for the utility of the shifts).
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    I wouldn't rule out shade hives first, fein death / silence/ camo are all very powerful early game.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1992796:date=Oct 17 2012, 10:08 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Oct 17 2012, 10:08 AM) <a href="index.php?act=findpost&pid=1992796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't rule out shade hives first, fein death / silence/ camo are all very powerful early game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yet another reason to put in focus
  • mR.WafflesmR.Waffles Join Date: 2009-02-03 Member: 66280Members, Reinforced - Shadow
    Shotguns make carapace worthless.

    A single attack upgrade makes carapace worthless.

    In conclusion, carapace is worthless.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    What if you don't have a shotgun or a weapon upgrade?

    Carapace is not worthless?

    In conclusion, your conclusion is worthless.
  • mR.WafflesmR.Waffles Join Date: 2009-02-03 Member: 66280Members, Reinforced - Shadow
    <!--quoteo(post=1992825:date=Oct 17 2012, 12:19 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Oct 17 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1992825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if you don't have a shotgun or a weapon upgrade?

    Carapace is not worthless?

    In conclusion, your conclusion is worthless.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm yes that would be true if there was ever a game without shotguns or weapon upgrades during the early game, you know that tiny timing window when carapace actually isn't a garbage upgrade.
  • DystoDysto Join Date: 2007-10-05 Member: 62545Members, Reinforced - Shadow
    <!--quoteo(post=1992824:date=Oct 17 2012, 12:17 PM:name=mR.Waffles)--><div class='quotetop'>QUOTE (mR.Waffles @ Oct 17 2012, 12:17 PM) <a href="index.php?act=findpost&pid=1992824"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotguns make carapace worthless.

    A single attack upgrade makes carapace worthless.

    In conclusion, carapace is worthless.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This. Even if you don't think carapace is worthless, give it one weapon upgrade and it is. Look, point being, the marines have upgrades that stay with them all game, and only improve (save the arms lab going down). But the alien upgrades stay the same, so while the game goes on, the upgrade carapace gets weaker. No?
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    The problem is that carapace doesn't scale. I absolutely hate it when I get right up around a marine. I strafe him, get two bites in. He does a 180 and one shots me with a shotgun. Shotguns have 12 bullets so with cara I must they must have w1 which comes out really quick in most games. So cara is only usefull in the first 5 or so minutes of the game for skulks.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    cara was better when it didnt slow you down, such a stupid idea that you ppl loved at the time. yes, loved because bad hit reg made the skulk at the time so unhittable at times. now that hitreg has improved it hasnt been reverted back to what it was in the first place. yet another case of whiners getting exactly what they wanted.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1992845:date=Oct 17 2012, 10:58 AM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Oct 17 2012, 10:58 AM) <a href="index.php?act=findpost&pid=1992845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->cara was better when it didnt slow you down, such a stupid idea that you ppl loved at the time. yes, loved because bad hit reg made the skulk at the time so unhittable at times. now that hitreg has improved it hasnt been reverted back to what it was in the first place. yet another case of whiners getting exactly what they wanted.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What? The slowdown was removed 3 builds ago.
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    <!--quoteo(post=1992849:date=Oct 17 2012, 08:04 AM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Oct 17 2012, 08:04 AM) <a href="index.php?act=findpost&pid=1992849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What? The slowdown was removed 3 builds ago.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, it was 221 I believe? Or maybe 220? Definitely remember reading it in the changelog.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    edited October 2012
    <!--quoteo(post=1992849:date=Oct 17 2012, 12:04 PM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Oct 17 2012, 12:04 PM) <a href="index.php?act=findpost&pid=1992849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What? The slowdown was removed 3 builds ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
    kinda worded that wrong. meant it was more effective at that time. didnt get 1 shot with it as much. skulks are still painfully slow
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    Yes OP I too would love to have the fade skulks back who can take 20 rounds before dying. It was extremely balanced and fun gameplay.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=1992796:date=Oct 17 2012, 10:08 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Oct 17 2012, 10:08 AM) <a href="index.php?act=findpost&pid=1992796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't rule out shade hives first, fein death / silence/ camo are all very powerful early game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Shift is 100% required as first hive in pubs just for egg spawning. If you don't have somewhere else to spawn eggs then it's game over as soon as two marines walk into the hive and kill all your eggs. A shade hive first is suicide.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    The big problem with the alien team is they don't scale, at all.

    In NS1, aliens armor scaled with hives, upgrades scaled with no of chambers, everything scaled on the alien team, to create a balance. They have removed scaling as it is a hidden number, and have gone with an approach that the number of alien upgrades chosen by the lifeform is the only scaling factor. Now bearing in mind, Marines get damage and armor upgrades to scale, Aliens are left to counter those with increased speed, health, or hiding ability.

    The trouble is, while additional speed/more energy is useful, increased health or faster health regen is useful, and the ability to hide from enemies or move around them quietly is useful, they are all 1 hive upgrades.

    Should more hives make the benefits scale? Should number of chambers cause effects to scale? UWE decided no, they should not.

    That is fine, it is their decision. Now they are forcing the lifeforms as the method of scaling. Level 2 marines? Buy a fade. Level 3 marines? Buy an Onos. That too makes sense. However, unlike marines, when aliens lose a lifeform, they may not have the res to get that balanced lifeform again, so go in as underpowered Skulks.

    It is a compromise UWE have made. Whether it is good or bad can be debated until the cows come home, this is the method UWE have gone for. The question is how do you provide a sense of scale, without using hidden numbers, and that doesn't make 1 hive Fades or Onos overpowered? This is the problem, tying lifeforms to hives is a very effective solution, but UWE have been down that route, and don't want to go there again, even though they have now chained the JP's and Exo's to '2nd hive'.

    UWE have decided that hidden numbers are bad, it is a good design decision, but one that really hurts a game like NS, which relied on the scalability provided by the hidden numbers in the first version.

    Try and come up with solutions that work within that frame, no hidden numbers, keep skulks kind of relevant (a Skulk should not be able to easily take on a lvl2 or 3 marine, no matter how many hives), but not overpowered. If you try that, you will see the difficult position UWE are in from a balance perspective.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    In NS1 (as of 3.2) alien armor scaling wasnt really a big factor in balance (3 hive aliens got the armor bonus, was none for the second hive).
  • BiteyBitey Join Date: 2012-05-06 Member: 151622Members, Forum Admins, Forum Moderators, NS2 Playtester, NS2 Map Tester
    A shotgun can OHK a skulk no matter what level it is at. Cara makes no difference when a shotgun enters the field, and a comm can rush shotguns early if they please.

    The problem lies with a shotties power-shells per clip, but that's from another topic <3
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    I am not whining. I feel aliens should scale somewhat. I think w3 should one shot a skulk no matter what. W0 - W2 should take 1-2 shots depending on how much (insert) the aliens have to scale up their armor. Soul_rider I think explains the core of this topic quite well.
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