Its a good idea to try to adjust the other tech-trees. Even on old Beta-days I was preferring the shade hive. Unfortunately it was just the third hive in most of all games. But now the whole crag-path is ridiculously nerfed and will take the third-hive place. The "balancing"-objective failed hard in this case (anyway, I like most of the changes in this patch).
testet on a explore game:
tickrates :
Skulk : 6 HP (was 10)
Gorge : 6,5 HP
Lerk : 6 HP
Fade : 10 HP
Onos : 36 HP
time to get fully healed up:
Skulk : ~ 30 secs
Gorge : ~ 70 secs
Lerk : ~ 55 secs
Fade : ~ 70 secs (!)
Onos: ~ 70 secs
U can easily just run back to the hive, healing up, and return to your last location in half the time. So, whats the sense of regen ? It works in battle now so u gain a littel HP boost .....like carapace. In fact we have got now 2 skills with nearly the same function. Thats stupid.
Carapace is way to low now.
Skulk : 10 armor, 30 with carapace
Gorge : 75 armor, 100 with carapace
Lerk : 45 armor, 60 with carapace
Fade : 80 armor, 100 with carapace
Onos : 450 armor, 550 with carapace
The thing is that the gain of armor is so low that there is no appreciable impact on the gameplay ( except the skulk).
Whats only left is the healing wave and the drifter ability. Wasent that easy to testing that effectivly. Maybe someone else can tell if it is worthless or not?
So, tell me plz why its still a good idea to choose crag @ first or second hive. Maybe I have miss something.
In my eyes the gameplay have to much changed into walking walking walking and waiting for heal heal heal.(even for marines). Thats boring
testet on a explore game:
tickrates :
Skulk : 6 HP (was 10)
Gorge : 6,5 HP
Lerk : 6 HP
Fade : 10 HP
Onos : 36 HP
time to get fully healed up:
Skulk : ~ 30 secs
Gorge : ~ 70 secs
Lerk : ~ 55 secs
Fade : ~ 70 secs (!)
Onos: ~ 70 secs
U can easily just run back to the hive, healing up, and return to your last location in half the time. So, whats the sense of regen ? It works in battle now so u gain a littel HP boost .....like carapace. In fact we have got now 2 skills with nearly the same function. Thats stupid.
Carapace is way to low now.
Skulk : 10 armor, 30 with carapace
Gorge : 75 armor, 100 with carapace
Lerk : 45 armor, 60 with carapace
Fade : 80 armor, 100 with carapace
Onos : 450 armor, 550 with carapace
The thing is that the gain of armor is so low that there is no appreciable impact on the gameplay ( except the skulk).
Whats only left is the healing wave and the drifter ability. Wasent that easy to testing that effectivly. Maybe someone else can tell if it is worthless or not?
So, tell me plz why its still a good idea to choose crag @ first or second hive. Maybe I have miss something.
In my eyes the gameplay have to much changed into walking walking walking and waiting for heal heal heal.(even for marines). Thats boring