<!--quoteo(post=1993402:date=Oct 18 2012, 03:57 PM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 18 2012, 03:57 PM) <a href="index.php?act=findpost&pid=1993402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure if sarcastic?
I was implying there could be a form of scaling based on structure maturity, instead of direct buyable upgrades, and I linked to his Thread because I don't take credit for what I don't think of myself.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know why you would assume I was being sarcastic. Is that what the internet has come to? I think properly scaling through maturity is a great idea and can help scale aliens carapace upgrade the same way marines get 3/3.
Has it ever been considered to have cara give a small ammount of armor, but give the same trait that clogs have of having a max ammount of damaage they can take at any one time?
i.e. cannot take more than 120 (variable) damage at a time from a single source.
Obviously the total armor value would have to be lowered for things like the onos, but the idea would be to have cara truly have an effect againt shotguns.
Think about it, a skulk would be left with like 20 hp (2 bullets) after a direct shotty blast, lerks left with like 50 after a direct shot (no more 1 shot lerk), fades would be left with like 60 after the 2 shots. (I'm just guessing random numbers here)
This would solve a lot of the issues with shotguns obliterating most lifeforms (skuks, lerks, fades) in 1-2 shots
This would make cara more effective against shotguns and gls, but less effective against everything else (talk about a trade off)
<!--quoteo(post=1992770:date=Oct 17 2012, 02:43 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Oct 17 2012, 02:43 PM) <a href="index.php?act=findpost&pid=1992770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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)<!--QuoteEnd--></div><!--QuoteEEnd-->
No, nowhere near. W0 shotty = 190 damage, cara skulk=140 hp, you can 'miss' around 30% of the pellets and still 1 shot a skulk at W0. Seems to be a bit... too good maybe?
I just don't like the premise of Carapace. It's too important to have it in the endgame when marine damage scales way up and alien defense remains the same. It feels like an obligation that pushes out upgrades that might otherwise be fun like Regen. I still maintain that aliens need passive defense upgrades. Then ditch Carapace and replace it with something else.
<!--quoteo(post=1993840:date=Oct 19 2012, 01:40 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Oct 19 2012, 01:40 PM) <a href="index.php?act=findpost&pid=1993840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just don't like the premise of Carapace. It's too important to have it in the endgame when marine damage scales way up and alien defense remains the same. It feels like an obligation that pushes out upgrades that might otherwise be fun like Regen. I still maintain that aliens need passive defense upgrades. Then ditch Carapace and replace it with something else.<!--QuoteEnd--></div><!--QuoteEEnd-->
cara is fine, there are plenty of players that dont even use it and prefer regen fade for example (which i think is crazy but ehhh). let players decide what options they want to use.
a) Lerks can never be 1 shot by shotguns b) shotgun does 17x10 damage at w0. +10% per weapon rank up to 221 per shot c) carapace skulks have 130 hp vs normal damage
Yes, skulks with carapace can be 1 shot by shotguns but that completely ignores the pellet spread. To 1 shot a skulk at w0, you have to land 8/10 pellets. If you've ever seen the shotgun spread, this is unlikely even at point blank ranges.
Comments
I was implying there could be a form of scaling based on structure maturity, instead of direct buyable upgrades, and I linked to his Thread because I don't take credit for what I don't think of myself.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know why you would assume I was being sarcastic. Is that what the internet has come to? I think properly scaling through maturity is a great idea and can help scale aliens carapace upgrade the same way marines get 3/3.
i.e. cannot take more than 120 (variable) damage at a time from a single source.
Obviously the total armor value would have to be lowered for things like the onos, but the idea would be to have cara truly have an effect againt shotguns.
Think about it, a skulk would be left with like 20 hp (2 bullets) after a direct shotty blast, lerks left with like 50 after a direct shot (no more 1 shot lerk), fades would be left with like 60 after the 2 shots. (I'm just guessing random numbers here)
This would solve a lot of the issues with shotguns obliterating most lifeforms (skuks, lerks, fades) in 1-2 shots
This would make cara more effective against shotguns and gls, but less effective against everything else (talk about a trade off)
(cant remember if its true, think i read it in the forums somewhere)<!--QuoteEnd--></div><!--QuoteEEnd-->
No, nowhere near. W0 shotty = 190 damage, cara skulk=140 hp, you can 'miss' around 30% of the pellets and still 1 shot a skulk at W0. Seems to be a bit... too good maybe?
cara is fine, there are plenty of players that dont even use it and prefer regen fade for example (which i think is crazy but ehhh). let players decide what options they want to use.
a) Lerks can never be 1 shot by shotguns
b) shotgun does 17x10 damage at w0. +10% per weapon rank up to 221 per shot
c) carapace skulks have 130 hp vs normal damage
Yes, skulks with carapace can be 1 shot by shotguns but that completely ignores the pellet spread. To 1 shot a skulk at w0, you have to land 8/10 pellets. If you've ever seen the shotgun spread, this is unlikely even at point blank ranges.