Difference between revisions of "Upgrade Chambers"
(→Spur: silence per level) |
(→Shell: crush damage) |
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Regeneration increases a lifeform's maximum energy pool and recharge rate. | Regeneration increases a lifeform's maximum energy pool and recharge rate. | ||
− | Crush increases the fraction of each attack that does armor damage. | + | When attacking players, Crush increases the fraction of each attack that does armor damage. When attacking buildings, Crush increases total damage. |
{| | {| | ||
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| alienname=Crush | | alienname=Crush | ||
| description=<ul> | | description=<ul> | ||
− | <li>Each level increases the fraction of damage dealt to armor by 7%</li> | + | <li>Each level increases the fraction of damage dealt to Marine players' armor by 7%</li> |
+ | <li>Each level increases the damage dealt to Marine structures and Exos by 7%</li> | ||
</ul> | </ul> | ||
| icon=[[File:Icon_crush.png]] | | icon=[[File:Icon_crush.png]] | ||
| pres=0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos) | | pres=0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos) | ||
| upgrade=# of traits x 2 | | upgrade=# of traits x 2 | ||
− | | damage= 7% / 14% / 21% | + | | damage= 7% / 14% / 21% |
| max=3 Shells | | max=3 Shells | ||
| target=Lifeforms | | target=Lifeforms |
Revision as of 17:47, 26 July 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 3 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 death.
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.
Contents
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, Silence |
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Mature Time: | 60 seconds |
The Spur is unlocked upon completion of a Shift Hive by the Alien Commander.
The Spur 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, and Silence for lifeforms
- Echo for Shifts (Commander ability)
- Enzyme for Drifters (Commander ability)
Celerity, Adrenaline, and Silence
Celerity, Adrenaline, and Silence are the three lifeform traits unlocked by building Spurs.
Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.
Adrenaline increases a lifeform's maximum energy pool and recharge rate.
Celerity increases a lifeform's move speed.
Silence muffles the sound made by lifeforms when moving and attacking.
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Echo
Main article: Alien Structures. Echo is the active ability of the Shift, unlocked by evolving a Shift Hive.
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, Crush |
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Mature Time: | 60 seconds |
The Shell is unlocked upon completion of a Crag Hive by the Alien Commander.
The Shell is an Upgrade Chamber that is designed to give the Alien team enhanced defensive abilities.
The Shell unlocks the following abilities:
- Carapace, Regeneration, and Crush for lifeforms
- Heal Wave for Crags (Commander ability)
- Mucous Membrane for Drifters (Commander ability)
Carapace, Regeneration, and Crush
Carapace, Regeneration, and Crush are the three lifeform traits unlocked by building Shells.
Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.
Carapace increases a lifeform's maximum Armor pool.
Regeneration increases a lifeform's maximum energy pool and recharge rate.
When attacking players, Crush increases the fraction of each attack that does armor damage. When attacking buildings, Crush increases total damage.
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Heal Wave
Main article: Alien Structures. Heal Wave is the active ability of the Crag, unlocked by evolving a Crag Hive.
Mucous Membrane
Main article: Alien Commander.
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, Focus, Vampirism |
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Mature Time: | 60 seconds |
The Veil is unlocked upon completion of a Shade Hive by the Alien Commander.
The Veil is an Upgrade Chamber that is designed to give the Alien team abilities to confuse and deceive the Marine team.
The Veil unlocks the following abilities:
- Aura, Focus, and Vampirism for lifeforms
- Ink for Shades (Commander ability)
- Hallucination for Drifters (Commander ability)
Aura, Focus, and Vampirism
Aura, Focus, and Vampirism are the three lifeform traits unlocked by building Veils.
Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.
Aura reveals the position and health status of nearby Marines and Exosuits to lifeforms as floating colored icons.
Focus increases the damage of each attack, but increases the cooldown between attacks.
Vampirism camouflages the player and converts some damage done to Marines to health.
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Ink
Main article: Alien Structures. Ink is the active ability of the Shade, unlocked by evolving a Shade Hive.
Hallucination
Main article: Alien Commander.