Upgrade Chambers

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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

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
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.

Celerity
Icon celerity.png
  • Each level increases move speed by 0.5.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Speed Base speed + 0.5 / 1.0 / 1.5
Duration ∞ seconds
Max Amount 3 Spurs
Targets Lifeforms
Requires Spur, Shift Hive, no Adrenaline trait selected
Adrenaline
Icon_adrenaline.png
  • Each level increases maximum energy pool and recharge rate by 10%.
  • Extra energy is shown on the lifeform energy meter.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Energy Icon resources energy neutral.gif +10% max energy & recharge rate
Max Amount 3 Spurs
Targets Lifeforms
Requires Spur, Shift Hive, no Celerity trait selected

Echo

Main article: Alien Structures.

Enzyme

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
Mature Time: 60 seconds

Veil

Alien veil.png
Kharaa.png Kharaa
Team Resources
Marines res.png 15
Health
900 (1100)
Armor
0
Miscellaneous
Tech Requirements:
Shade Hive, Build on Infestation
Unlocks:
Aura, Phantom
Mature Time: 60 seconds