Hay Does Carapace Sux
BOBDolol
Join Date: 2003-10-04 Member: 21431Members
<div class="IPBDescription">or what</div> Carapace lets skulk take 4-5 more lvl 0 lmg bullets, which isn't much. Its USELESS for onos since its too much of a risk. Its decent for fades and lerks, but they would probably do better with regen and just blink or fly around while regenning health. I heard carapace kicked **** in 1.04, why the major nerf? Don't make it almost completely useless...
Thoughts?
Thoughts?
Comments
I've compared it to when I've used Regen a lot. Even though I can't heal myself enough to survive in the heat of a battle. Taking 4-5 more shots means you can get up closer and finish off an extra guy or two or wound badly.
Carapace on an Onos isn't worth it IMO, so I always take Regeneration.
This is what I use
Skulk: Cara
Lerk: Regen
Fade: Cara
Onos: Regen
Gorge: More likely Regen if anything.
Skulk: None
Gorg: Regen (pubs)/Redemption (match)
EVERYTHING ELSE: Regen
and um... if im gonna combat gorge, regen, permagorge, redemption
As a gorge in the same situation I would get carapace and celerity and bunnyhop in and bile bomb some stuff when they look buzy and get out quickly to the DCs/MCs.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->with cara, the rines can chase you and finish you off easily... with regen by the time they get to you, you've healed a lot (im talkin onos and fades). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, they don't catch up to a fade unless he is boxed in or doesn't know how to use blink properly, even if he doesn't have adrenaline and they have jet packs. All they can do is hit you in the small amount of time they get before you are out of sight, and if you know when it's time to start retreating that's not much of a problem, getting stuck on fences and such can be very annoying though.
And about carap being the best in 1.04, it was the best, but that wasn't because it was too good, it was simply that you would be totally maimed unless you had it.
i know cause i've done that and i've also seen it done by someone else. so as a skulk i always get cara if i go out and fight though depending on how well off i am in res i may go out without it to build up some res then go gorge and drop some stuff to aid my team
It nearly gives skulks +50% total life, and it goes downhill from there to bigger lifeforms, giving a measily +30% to onos.
So I'd say it's good for skulks, just about useless for anything else.
And cloaking was made useless as they tried to fix a certain exploit which allowed you to stay cloaked while.... moving rather fast... So it only took effect if you stood totally still. PLUS it had the 95% invis instead of 100% like it was previously :(
And Silence didn't silence your attacks. Nothing negated MT. In short, being an alien was nasty+boring wait for more res(and not being able to use it once you hit the hive-dependant limit of 33/66/100 unless you were some kind of über lerk) in 1.04. Only good thing about it was lerk bite and fade blink...they took out both in 2.0, blink required too much skill to not get stuck with, and bite because... well, just because.
I want insta-tele-blink back... :(
Carapaced onos show up when the situation becomes absurd (HA HMGs guarding a relocated base inside the hive room , with aliens keeping the rest of the map) and are useless without at least 2 gorges or 3+ DCs to heal them. I think regen should be toned down a bit.
Other than for skulks (which for me always means carapace), the choice for a D upgrade boils down to this: do I have a source of healing conveniant? If yes, I get carapace. If no, I get regen. "Conveniant" varies by the speed of the evo, naturally, which usually means fades get cara and everything else usually gets regen.
If I'm onos, carapace is a good choice whenever the enemy has enough firepower to reduce your HP much faster than you can regen, or if you have a tagalong gorgie or a DC outpost somewhere to heal at. That almost never happens until late-game, so a mid-game onos is usually better off with regen.
in short answer no, carapace helps
if you look at it, any upgrades help
As others have highlighted, it doesn't suck, its just that like every upgrade, it has a certain role.
A carapaced onos is slower than a heavy
Interesting theory, Unfortunately it is dead wrong. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I dug out and loaded a client-side hook featuring a speedometer.(this is an old hook for TFC featuring some usefull stuff, mostly for TFC, like wonid lists so you can recognize friends even under assumed identity, an alias can be automatically triggered on respawn/when you kill someone(In NS you could use it to chuckle everytime you respawn for example) etc. If you are interested in tinkering a little with the speedometer go download any version of sparkyutils(v1) the v2 is server side with mostly the same functionallity, but I think you would need to install metamod to run it, with any of the v1 version you just drop some files in a folder and run an executable, the console command is bspeedo. It is doubtful that VAC would let you run this hook on any VAC enabled MOD, cheating or not it 'acts like a cheat' to in order to do what it does, so does cheating-death, a client-side hook used to prevent people from cheating).
Allright this is the max running speeds for some different cases I tested, I have installed the ns v2.01 patch.
Class top running speed in units per second
Onos, no upgrades 225
Onos, level 3 carapace 225
LA with LMG currently selected 206 //if you go grab some ammo this will go down a bit
LA with knife pulled 210
Marine with only a knife 220
HA HMG, HMG selected 186
HA HMG, knife selected 192
Some other things to note, as an onos you can get up to 382 units per second if given enough room to bunnyhop(You are slowed to 1.7 times your classes max speed everytime you touch the ground, in the air you can go at max 3x runspeed), marines cannot. An onos can also use celerity.
The only things that allows marines to go faster than you is to use the wallstrafe bug(look slightly into the wall and strafe in the direction of the wall as well as walk forwards, you can reach a maximum of 1.52 times running speed) or to bunnyhop in steep inclines(they can jump repetedly if they land soon enough).
Aliens can use the wallstrafebug too, and it isn't even particullarilly usefull since you will just get stuck on pillars and stuff most of the time, and it's kind of a cheap thing to do as well.
Another thing about alien movement, if a skulk looks down into the ground at a rather steep angle and runs forward without holding crouch he can go at up to 1.52 times the normal running speed, I suspect this is equivalent to the wall strafe bug and happens due to the wallclimb(as crouching disables the wallclimb).
They took that back out. Actually, I'm not sure the carapace=slower thing ever made it out of beta 2.0
it's useful on both the begining and the ending of the game
add leap and 2-3 DCs nearby (so you don't have to heal at the hive)
and you should hold the marines in their base quite nicely.