digz
May 14 2005, 08:26 AM
As the armor goes up in tech (lvl 1...2...3) the effects of spores decreases on armor (still hurts health the same).
I dont think it is so much a nerf of spores as it is making armor upgrades more then just adding a few more armor hp to a marine.
Jdub
May 18 2005, 04:50 AM
Makes sense, I like it.
Quaunaut
May 18 2005, 05:07 AM
Why not just make it so Spore is unaffected by armor? HP detriment only?
Wyzcrak
May 18 2005, 05:07 AM
An intelligent lerk in 3.0.3 can really set a talented marine team back with spores.
I like it.
PRTe
May 18 2005, 11:55 AM
i think it's a sensible idea since it buffs the marines slighly and gives the comm an incentive to get armor 1 since it does seem less useful than weapon 1 nowadays
Zunni
May 18 2005, 12:55 PM
It's a reasonable idea......
| QUOTE |
| Why not just make it so Spore is unaffected by armor? HP detriment only? |
Because this negates the benefits of welders, and allows medpacks to counter spores....
Cxwf
May 18 2005, 02:26 PM
List of viable alien ranged weapons, 1.x:
Acid Rocket (Hive 1 ability, Hive 2 Lifeform)
Spikes (Hive 1 ability, Hive 1 Lifeform)
Bile Bomb, Spores, Babblers, Xenocide (Hive 3 abilities)
List of viable alien ranged weapons, 2.x:
Spikes (Hive 1 ability)
Spores (Hive 1 abilty)
Acid Rocket, Xenocide (Hive 3 abilities)
List of viable alien ranged weapons, 3.x:
Spores (Hive 1 ability)
Xenocide (Hive 3 ability)
Anyone seeing a pattern here? And now you want to nerf the only remaining ranged weapon before Hive 3?
pSyk0mAn
May 18 2005, 02:52 PM
| QUOTE (Cxwf @ May 18 2005, 09:26 AM) |
List of viable alien ranged weapons, 3.x: Spores (Hive 1 ability) Xenocide (Hive 3 ability) |
It is:
Spit (Hive0)
Parasite(Hive1)
Spore(Hive1)
Acidrocket(Hive3)
I wouldn't consider Xeno as ranged weapon at all.
Parasite is more usefull in 3.03 because of the marine's armor buff.
Depending on the situation spit also helps aliens a lot,
judging from the latest demos on ampednews.
Whatever,
I like the idea, this makes armor upgrades more usefull
and would maybe add more upgradepaths,
depending on the alien lifeform setup
Edit: Typ0s
Cxwf
May 18 2005, 03:32 PM
Parasite helps because you can use it once to reduce a marine from 160 to 150 hp--but you never actually fight marines with parasite (except in odd corner cases--but there are exceptions for everything).
I guess Spit can be kind of useful sometimes. But you don't generally try to fight marines with Gorges anyway (probaby just due to them being the slowest and least maneuverable of all lifeforms).
There are other ways to reduce alien dominance rather than making them completely dependant on standing next to a marine in order to kill him.
Even as it is, it takes like 15 seconds to kill an armor 1 marine with spores. You still usually need to finish him off with something else.
Gecko_God_Of_Dooom
May 18 2005, 05:05 PM
cxwf, aliens are ment to be melee. I have another thread about nerfing spores with a diffrent marine upgrade.
here
TheGivingTree
May 18 2005, 06:23 PM
"Because this negates the benefits of welders, and allows medpacks to counter spores...."
so medpacks AND welders should be a counter for a single ability the lerk can do? let alone all the ammo you spend trying to kill it, all the time it takes from marines, due to distractions, bite kills and umbra? It seems the marines spend far more then 35 res in a few minutes by a lerker just from med packs, and I thought the whole idea was balance?
TheAdj
May 19 2005, 11:57 AM
Spore is the ONLY hive 1 weapon that's capable of breaking up camping marines. I'd like to see a build where spikes where hive 1 and spores were removed, the alien game for that version would be absolutely terrible. Spores need to stay as they are, otherwise aliens have no way to even attempt to break a marine campsite.
Petco
May 23 2005, 12:41 AM
Yeah this is nice, basicly (not including HAs) with level 3 armor, a few marines going to a hive, one lerk can basicly make the level 3 armor useless in a few seconds (as if there wasn't an armor upgraded at all). So this is a nice idea.
Also about spikes, why not make it so spores AND spike is on 2nd slot(or bite and spike on first slot) and bite on 1st. Basicly like sv_cheats 1, give weapon_spikegun.
EvilLinkz
May 25 2005, 03:41 PM
Lerk spores should only be armour reactive I think... so many cowardly lerks just hide in a vent and gas spam to no other effect than to get free kills from people who can't get away from the spores... if it does health damage it should be minimal... the lerk should get off it's fat arse and actually try using it's teeth.
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