Difference between revisions of "Upgrade Chambers"
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Upgrade Chambers require a Hive to be specialised to one specific trait in order to be built. A [[Crag]] Hive will unlock the Shell, a [[Shift]] Hive will unlock the Spur and a [[Shade]] Hive will unlock the Veil. | Upgrade Chambers require a Hive to be specialised to one specific trait in order to be built. A [[Crag]] Hive will unlock the Shell, a [[Shift]] Hive will unlock the Spur and a [[Shade]] Hive will unlock the Veil. | ||
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+ | {{Tacticalsummary|Upgrade Chambers|Unlike support structures such as the Crag, Shift or Veil, These structures cannot move themselves. However, they can be placed anywhere and still benefit every lifeform.|These structures are a valuable target for [[Marines]] and should be placed in a defensible area. Consider using [[Whips]] and building them around a Crag or Shade for protection.|Building more than 3 of any of these structures will offer no additional benefits to the team and will be a waste of [[Resource_Model|resources]].}} | ||
== Spur == | == Spur == | ||
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| mature=60 | | mature=60 | ||
}} | }} | ||
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+ | The Spur is unlocked upon completion of a Shift Hive by the [[Commanding#Alien_Commander|Alien Commander]]. | ||
+ | |||
+ | The is an Upgrade Chamber that is designed to allow the Alien team to outmaneuver Marines and redeploy structures across the map. | ||
+ | |||
+ | The Spur unlocks the following abilities: | ||
+ | *Celerity & Adrenaline for lifeforms | ||
+ | *Echo for Shifts (Commander ability) | ||
+ | *Enzyme for Drifters (Commander ability) | ||
+ | |||
+ | === Celerity & Adrenaline === | ||
+ | Celerity and Adrenaline are the two lifeform traits unlocked by building Spurs. | ||
+ | Only one trait may be evolved at anyone time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the [[Skulk]]. | ||
+ | |||
+ | {| | ||
+ | |- | ||
+ | | {{AbilityTable | ||
+ | | alienname=Celerity | ||
+ | | description=<ul> | ||
+ | <li>Each level increases move speed by 0.5.</li> | ||
+ | </ul> | ||
+ | | icon=[[File:Icon_celerity.png]] | ||
+ | | pres=0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos) | ||
+ | | upgrade=# of traits x 2 | ||
+ | | speed=Base speed + 0.5 / 1.0 / 1.5 | ||
+ | | duration=∞ | ||
+ | | max=3 Spurs | ||
+ | | target=Lifeforms | ||
+ | | prereq=Spur, Shift Hive, no Adrenaline trait selected | ||
+ | }} || {{AbilityTable | ||
+ | | alienname=Adrenaline | ||
+ | | description=<ul> | ||
+ | <li>Each level increases maximum energy pool and recharge rate by 10%.</li> | ||
+ | <li>Extra energy is shown on the lifeform energy meter.</li> | ||
+ | </ul> | ||
+ | | icon=[[Icon_adrenaline.png]] | ||
+ | | pres=0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos) | ||
+ | | upgrade=# of traits x 2 | ||
+ | | energy=+10% max energy & recharge rate | ||
+ | | max=3 Spurs | ||
+ | | target=Lifeforms | ||
+ | | prereq=Spur, Shift Hive, no Celerity trait selected | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | === Echo === | ||
+ | {{Main|Alien_Structures#Shift|Alien Structures}} | ||
+ | |||
+ | === Enzyme === | ||
+ | {{Main|Commanding#Alien_Commander|Alien Commander}} | ||
+ | |||
== Shell == | == Shell == | ||
Revision as of 19:53, 8 April 2016
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This article is currently under construction. |
Upgrade Chambers are Alien structures that once built by the Alien Commander, imbue lifeforms with abilities such as enhanced speed, or invisibility.
Each chamber costs 15 Team Resources (TRes) and offer 2 different upgrades to choose from. The upgrade offered by these chambers will increase in effectiveness as more of them are built, up to a maximum of 3 chambers.
Upgrade chambers have no active abilities and are incapable of defending themselves. They are a very valuable resource and should be built in defendable areas. If a Chamber is destroyed, Lifeforms will instantly lose the associated upgrade, Unlike class Evolutions built at a Hive that are retained by the lifeform until the lifeform is killed.
Upgrade Chambers require a Hive to be specialised to one specific trait in order to be built. A Crag Hive will unlock the Shell, a Shift Hive will unlock the Spur and a Shade Hive will unlock the Veil.
Tactical Summary - Upgrade Chambers
- Unlike support structures such as the Crag, Shift or Veil, These structures cannot move themselves. However, they can be placed anywhere and still benefit every lifeform.
- These structures are a valuable target for Marines and should be placed in a defensible area. Consider using Whips and building them around a Crag or Shade for protection.
- Building more than 3 of any of these structures will offer no additional benefits to the team and will be a waste of resources.
Spur
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Team Resources ![]() |
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Health 800 (900) |
Armor 50 (100) |
Miscellaneous | |
Tech Requirements: Shift Hive, Build on Infestation |
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Unlocks: Adrenaline, Celerity |
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Mature Time: | 60 seconds |
The Spur is unlocked upon completion of a Shift Hive by the Alien Commander.
The is an Upgrade Chamber that is designed to allow the Alien team to outmaneuver Marines and redeploy structures across the map.
The Spur unlocks the following abilities:
- Celerity & Adrenaline for lifeforms
- Echo for Shifts (Commander ability)
- Enzyme for Drifters (Commander ability)
Celerity & Adrenaline
Celerity and Adrenaline are the two lifeform traits unlocked by building Spurs. Only one trait may be evolved at anyone time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.
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Echo
Main article: Alien Structures.
Enzyme
Main article: Alien Commander.
Shell
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Team Resources ![]() |
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Health 600 (700) |
Armor 150 (200) |
Miscellaneous | |
Tech Requirements: Crag Hive, Build on Infestation |
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Unlocks: Carapace, Regeneration |
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Mature Time: | 60 seconds |
Veil
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Team Resources ![]() |
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Health 900 (1100) |
Armor 0 |
Miscellaneous | |
Tech Requirements: Shade Hive, Build on Infestation |
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Unlocks: Aura, Phantom |
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Mature Time: | 60 seconds |