Speed Building the hive?
freetobandito
Join Date: 2012-01-27 Member: 142196Members, Reinforced - Shadow
IIRC, the ability to 'speed up' the gestation time of a hive with healspray and crags in build220ish or 230?...is this still in effect? It is my understanding, that healspray will only affect the overall health of the hive.. and not necessarily the percentage of completion of the hive.
I have searched the forums trying to find past patch notes on the matter, but no luck. If anyone could help me out and tell me which build (roughly) that was implemented, that would be super.
I have searched the forums trying to find past patch notes on the matter, but no luck. If anyone could help me out and tell me which build (roughly) that was implemented, that would be super.
Comments
Certainly seems to.
Crags on the other hand, only heal and do not speed up building.
I'm not sure that it's worth the cost.
Maybe when you have 8 rts and want to tech up and end the game as fast as possible.
I was in a tough game last night where marines were turtles in terminal. We took out their second base in cafe, they pushed and took our departures hive. I, and another gorge, built the cafe hive with shift as fast as we could but it still seemed to take too long.
kMinBuildTimePerHealSpray = .25
kMaxBuildTimePerHealSpray = 0.7
How much of a boost is given depends on time since last heal spray (whether that's from the same gorge or otherwise).
Basically the construction time is reduced by however many seconds it's been since last heal spray + the min boost of 0.25s, with a max possible boost of 0.7s.
The LUA in case anyone cares:
What is the minimum time between sprays required to hit the maximum perhealspray? What is the maximum time between sprays required to hit the minimum perhealspray (the point at which adding more gorges scales liniarly)? If the delay for max perhealspray is more than the delay for a single gorge, would it be more efficient (with or without a shift) to stagger breaths for maximum effect?
You sure about the research part? I can't tell a difference when I'm heal spraying a research upgrade if it's going any faster. Building maturity obviously, but research?
From what I gather as playing at least 50 hours as Gorge is that heal spray speeds up alien maturity as well as hive upgrades to shade/shift/crag but makes no noticeable difference in trait evolutions or having your team mates evolve faster. Bile researches the same speed if I'm heal spraying it or not.
And the marginal returns from multiple gorges heal spray is pretty rapid in drop off. The third gorge really should just go do something else as their contribution is real minor.
How many crags does it make sense to have to heal stuff? How do the rates behave above 3?
How many IPs does it make sense to have? Rates?
The more crags the better IMO.
That said, a forward base really shouldn't need more than 3. Not that I paid that much attention, but bases that had 4+ didn't seem to heal me any faster as an Onos. Maybe putting 5 around a hive that is under constant non-arc attack might be worth it, but an addition of whips against GLs would be a better use of res.
As for IPs, depends on how fast your team dies. And it's 7 seconds per respawn. Some games you only need 1 total. Some games you have a backlog of people waiting to respawn with 3.
That said, you should have at least 1 IP per tech point. I once lost a game because I only placed 1 IP total and the team got killed before someone could jump into the chair at the 2nd tech point. Shame, we almost had that game too.
If you can afford 5 regularly, they can't afford ARCs as your team has the lion's share of RTs. Generally, when that happens on maps like Veil, aliens have already reduced marines to just Control and it's just a matter of time until the spore/bile/onos rush comes.
Decide how many IPs you're going to need and get them BEFORE you need them. If you're only losing one marine per seven seconds on average then you'll keep up with only one IP. ... until you do a big push and overextend and lose a bunch of guys all at once, then all of a sudden you're down four players on the field for thirty seconds and you just lost map control.
tldr; stop asking for shifts to build hives, and stop having so many gorges growing it.
1) Checks for potential heal targets and looks at its internal "this has healed me recently" list. If there are 3 or more things on that list, it doesn't heal it.
2) It finds up to 3 targets that it can heal (is damaged and passes step 1).
3) When it heals the target, it enters the target's internal "this has healed me recently" list. It stays on that list for Crag.kHealInterval = 2 seconds, before dropping off.
I assume the crag heal ticks every 2 seconds as well.
Currently only crags can ever get on the "this has healed me recently" list, but the code that handles this list process is not in Crag.lua but in LiveMixin.lua, so who knows, something else could use it in the future too.
Also when you beacon, the number of dead players brought in is equal to the number of infantry portals you have powered IIRC.
It would be good to get a definitive answer, from Hugh (who plays alot), an external dev, a PT we all know on the forums etc etc on:
Mist: Benefits Egg Evolve Time and Maturity only? (and what about onos egg building befor it is occupied by a player?)
Enzyme: Attack rate only? (someone in FS. said it heals, my tests say no but im wondering if it increases *heal effect* rates, so if a gorge was healing me or a crag as healing me and an enzyme was cast on *me* would I get a 50% boost to healing?)
I just tested it and indeed heal spray does only effect building construction and nothing else. When heal spray is applied to upgrades the progress occasionally jumps by 2% but that also happens without heal spray. So to sum it up: