Upgrade Chambers

From Clogopedia, the Natural Selection 2 Wiki
Revision as of 13:12, 11 May 2019 by Appo (Talk | contribs) (fixed whip link)

Jump to: navigation, search
MAC.png 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 Shade, 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

Alien spur.png
Kharaa.png Spur
Team Resources
Marines res.png 15
Health
800 (900)
Armor
50 (100)
Miscellaneous
Tech Requirements:
Shift Hive, Build on Infestation
Unlocks:
Adrenaline, Celerity, Crush
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 Crush for lifeforms
  • Echo for Shifts (Commander ability)
  • Enzyme for Drifters (Commander ability)

Celerity, Adrenaline, and Crush

Celerity, Adrenaline, and Crush 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.

When attacking players, Crush increases the fraction of each attack that does armor damage. When attacking buildings and Exos, Crush increases total damage.

Template:Celerity

Template:Adrenaline

Template:Crush

Echo

Main article: Alien Structures. Echo is the active ability of the Shift, unlocked by evolving a Shift Hive.

Enzyme

Main article: Alien Commander.

Veil

Alien veil.png
Kharaa.png Veil
Team Resources
Marines res.png 15
Health
900 (1100)
Armor
0
Miscellaneous
Tech Requirements:
Shade Hive, Build on Infestation
Unlocks:
Aura, Focus, Vampirism
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 Camouflage for lifeforms
  • Ink for Shades (Commander ability)
  • Hallucination for Drifters (Commander ability)

Aura, Focus, and Camouflage

Aura, Focus, and Camouflage 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.

Camouflage cloakes the player.

Template:Aura Template:Focus Template:Camouflage

Ink

Main article: Alien Structures. Ink is the active ability of the Shade, unlocked by evolving a Shade Hive.

Hallucination

Main article: Alien Commander.

Shell

Alien shell.png
Kharaa.png Shell
Team Resources
Marines res.png 15
Health
600 (700)
Armor
150 (200)
Miscellaneous
Tech Requirements:
Crag Hive, Build on Infestation
Unlocks:
Carapace, Regeneration, Vampirism
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 Vampirism for lifeforms
  • Heal Wave for Crags (Commander ability)
  • Mucous Membrane for Drifters (Commander ability)

Carapace, Regeneration, and Vampirism

Carapace, Regeneration, and Vampirism 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 health recovery rate.

Vampirism converts some damage done to Marines to health and armor.

Template:Carapace Template:Regeneration Template:Vampirism

Note: If an Alien structure or player is healed by more than 14%/sec any additional healing is reduced by 66%

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.