Can someone tell me for certain whether carapace was changed in any way in 1.04 (from 1.03) . I mean is 3rd level carapace exactly the same in 1.04? ( I know about the skulk bug fix)
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Lvl 3 carapace is exactly the same in 1.04. However, lvl 1 and lvl 2 carapace has been weakened a lot - a skulk in 1.03 died to 9/14/18/19 LMG bullets, while in 1.04 the skulk dies in 9/12/13/19 bullets.
I prefer to call it the skulk carapace nerf, as the skulk is the only alien critter fighting with anything but lvl 3 carapace.
Personally, I would have preferred 1.04e's solution, with some added armor on the skulk, but ...
As can be seen, it makes the defense-first a much weaker early game choice. Together with the sensory upgrade, going sensory first makes more sense in 1.04, as one sensory chamber can be dropped as first chamber from a gorge, while deferring any further upgrades until the hive has been built. With the skulk carapace nerf, you need to build 3 DC's as early as possible, meaning you are looking at a 10 vs 42 res cost before 2nd hive.
Of course, picking sensory only makes sense for the early game. Mid/Late game, sensory still sucks really, really hard compared to D/M.
so does that mean that the damage redux is still 30% or is it down to 21% like they wanted?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Every Armour Point counts in my opinion... I certainly notice a difference in survivability even with a single DC up in 1.04. (Perhaps not as much as 1 DC in 1.03 but what's in the past is in the past... I just adapt)
You know during the opening game when you are taking out those pesky 2-3 man squads going to secure nozzies. You ambush them and take them out leaving you with like 2 HP/0 AP... that is when I thank my lucky stars that I got those 6 extra armour points from the 1 DC.
Also I'd much rather go into a mini-base with 70/16 (13 shots) rather then 70/10 (9 shots).
I don't seem to mind the adjustments in 1.04. I think it has made a better Skulker.
Whether this 'nerf' has made SC or MC a more viable first chamber... well that is currently being debated I'm sure... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Kilmster+Jan 27 2003, 05:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 27 2003, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--GreyPaws+Jan 27 2003, 09:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Jan 27 2003, 09:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so does that mean that the damage redux is still 30% or is it down to 21% like they wanted?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Nope, too many people whined about the 1.04e carapace change; so its back up to 30%.
gg fades. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thanks for the info I was very currious
Comments
Unupgraded skulk has 10
level 1 cara has 16
level 2 cara is 23?
level 3 cara is 30 armor points.
I prefer to call it the skulk carapace nerf, as the skulk is the only alien critter fighting with anything but lvl 3 carapace.
Personally, I would have preferred 1.04e's solution, with some added armor on the skulk, but ...
As can be seen, it makes the defense-first a much weaker early game choice. Together with the sensory upgrade, going sensory first makes more sense in 1.04, as one sensory chamber can be dropped as first chamber from a gorge, while deferring any further upgrades until the hive has been built. With the skulk carapace nerf, you need to build 3 DC's as early as possible, meaning you are looking at a 10 vs 42 res cost before 2nd hive.
Of course, picking sensory only makes sense for the early game. Mid/Late game, sensory still sucks really, really hard compared to D/M.
You know during the opening game when you are taking out those pesky 2-3 man squads going to secure nozzies. You ambush them and take them out leaving you with like 2 HP/0 AP... that is when I thank my lucky stars that I got those 6 extra armour points from the 1 DC.
Also I'd much rather go into a mini-base with 70/16 (13 shots) rather then 70/10 (9 shots).
I don't seem to mind the adjustments in 1.04. I think it has made a better Skulker.
Whether this 'nerf' has made SC or MC a more viable first chamber... well that is currently being debated I'm sure... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Nope, too many people whined about the 1.04e carapace change; so its back up to 30%.
gg fades. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks for the info
I was very currious