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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
TheAdj
Currently aliens start with and end with armor worth hive2 armor (If you have no clue what I'm talking about, please don't post and waste our time). I suggest altering this so that the armor level is equivalent to the ability level the alien has. For example if a skulk has no extra abilities, it has hive1 armor. If it gets leap, now it has hive2 armor. To compensate I also suggest increasing the number of levels required for each ability. Hive2 abilities become 2 pts, and Hive3 becomes 3. I think this will also slow the tide of xeno skulks, as they seem to be pretty prevelant in pubs right now, much to my chagrin. Aliens are already overpowered in Co, this adjustment max fix that.
obuh
I agree. This is a very good idea.
The_IRS
yes
FlyFlown
Agreed, seems logical idd.
monopolowa
Dont agree with 5 points just to get all the attacks though...With a level 10 limit this would only allow an onos one (count it) upgrade if it has all the attacks. Combat should at LEAST allow the aliens to reach their full potential...Current CO model allows onii all the attacks plus three upgrades

While this would lower super skulks it would nerf higher aliens too much as well...

I go the xeno skulk route sometimes, but only because i want my higher lifeforms to have all the attacks unlocked
Jane
It makes sense, it also would fix the problem of constant webbing gorges, which is also an abnoxious problem. Te gusta.
DragonMech
Why not make it a seperate upgrade? 1 point each for hive 2 and 3 armor. That way the higher classes could still get the increased armor without having to sacrifice so many upgrades.
TheAdj
Just seemed natural to combine them.
Blue_Mary
Wow, I was thinking of this idea.

But don't aliens start and end with hive 1 armor, if I'm not mistaken? Where it still takes 9 bullets to kill a skulk?

It should be Hive armor with each of the upgrades, and keep them at their cost.

THen it becoems an added incentive to getting that 4th hive ability, because sometimes people forego it and see it as "unimportant", when Hive 3 abilities are supposed to be the game breaker. The added armor = Onos friendly without carapace and with charge!
NolSinkler
QUOTE (Blue Mary @ Oct 14 2004, 08:41 AM)
Wow, I was thinking of this idea.

But don't aliens start and end with hive 1 armor, if I'm not mistaken? Where it still takes 9 bullets to kill a skulk?

It should be Hive armor with each of the upgrades, and keep them at their cost.

THen it becoems an added incentive to getting that 4th hive ability, because sometimes people forego it and see it as "unimportant", when Hive 3 abilities are supposed to be the game breaker. The added armor = Onos friendly without carapace and with charge!

Yeah I thought it was hive 1 too...guess I was wrong.

I agree with the fact that the upgrade costs shouldn't be changed. 3 levels is still a lot. Besides, hive 2 and 3 armor barely helps the skulk or lerk, and only somewhat helps the gorge.
TheAdj
Look Xeno and Webs contribute to the fact that aliens are overpowered as hell in combat. Increasing the cost of Hive2 and 3 abilities is nothing but a good thing. If you watch competitive players in pubs the MOMENT they get a point as alien they get leap because it's ridiculously powerful that early in the game. There's a reason hive2 aliens in competitive play rarely lose, and leap is why. Skulks become super powerful. If skulks could get leap before shotguns appear in classic, aliens would always dominate without issue. Combat currently allows the alien team to be far more effective in a far faster fashion, whcih is why it's biased in their favor.

If you think armor additives don't affect the skulk or lerk much, you need to re-examine the values some more. Each hive effectively nullifies a weapons level, seems pretty major to me.
theclam
QUOTE
Look Xeno and Webs contribute to the fact that aliens are overpowered as hell in combat.

That's news to me.

Making it take level SIX!! for a skulk to get xeno and effectively 10 more hp is a crappy idea. Marines get GLs at lvl4, making skulks pretty worthless, so skulks should get xeno to balance it out. I think you would see no one getting their hive three abilities anymore. Going onos with hive 3 will cost you 4 + 5 levels, meaning you won't have any more points for anything. What would you get, charge and 300 armor, or celerity, carapace and regen/redemption? The fade is in a similiar situation.

I think Hive1-->Hive3 armor should be one ability costing one point. At most, it should be bundled with another ability and make that ability cost an extra 1 point. If you think about it, cara is a better choice for every alien class except the onos. Now, combined with cara and regen/redem, it might be overpowered, but the aliens are actually weaker in combat now than the marines, contrary to what TheAdj` said.
crisano
Actually the aliens are definately more overpowered than marines on a server that has pretty good players and that are also balanced skillwise. Xeno and web is just way too powerful right now, xenoing skulks able to strip armor with not a lot of effort. When I see aliens use web, I almost always see them win. Both are overpowered right now because of their low cost.

I never see Onos get charge right now because it isn't as useful as having regen/carapace and other upgrades. Smart Fades NEVER get the last ability because acid rocket sucks so I totally agree with upping the amount of points required for each new ability.

The only times when marines dominate is when the teams are unbalanced or the players on the alien teams don't know how to use each alien unit to the fullest.
the_hole
QUOTE (crisano @ Oct 14 2004, 12:28 PM)
Actually the aliens are definately more overpowered than marines on a server that has pretty good players and that are also balanced skillwise. Xeno and web is just way too powerful right now, xenoing skulks able to strip armor with not a lot of effort. When I see aliens use web, I almost always see them win. Both are overpowered right now because of their low cost.

The only times when marines dominate is when the teams are unbalanced or the players on the alien teams don't know how to use each alien unit to the fullest.

Webs should be removed from combat, xeno should only be allowed to be used in hive rooms, and gl's should be removed.

I don't know where "Grenade Launcher: Base weapon for destroying aliens structures" ties into COMBAT, but whatever.

Let aliens and marines actually duke it out with some skill plz!1?!1!?
DC_Darkling
again a topic like this? Saw this one alot already.

I still agree though. if you ability up, your armor efficiency should also lvl up.

I agree only on that, the other stuff is crap. tounge.gif
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