<!--quoteo(post=1841837:date=Apr 21 2011, 05:34 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Apr 21 2011, 05:34 PM) <a href="index.php?act=findpost&pid=1841837"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great idea, why not make axe attachment to the shotgun? the marine could possibly use this weapon as a spear?<!--QuoteEnd--></div><!--QuoteEEnd--> Obvious troll is obvious?
Will aliens get any method to destroy buildings from not-proximity? Even an onos won't last a base chock full of turrets, while marines can comfily destroy hydras from around corners with grenades and the siege cannon. Not to mention the flamethrower which currently kills anything through walls.
For example, with patience, you can kill the nearby hive in Tram from Tram hub with a flamer, just by pointing it at the wall for long enough. (︶︿︿︿︶)
<!--quoteo(post=1842116:date=Apr 23 2011, 06:16 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Apr 23 2011, 06:16 PM) <a href="index.php?act=findpost&pid=1842116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to mention the flamethrower which currently kills anything through walls.<!--QuoteEnd--></div><!--QuoteEEnd--> That will be fixed when we do the next pass on the flamethrower. The plan is to fix it so it will no longer fire through walls and add the trailing affect to the flame.
<!--quoteo(post=1842116:date=Apr 23 2011, 07:16 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Apr 23 2011, 07:16 PM) <a href="index.php?act=findpost&pid=1842116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will aliens get any method to destroy buildings from not-proximity? Even an onos won't last a base chock full of turrets, while marines can comfily destroy hydras from around corners with grenades and the siege cannon. Not to mention the flamethrower which currently kills anything through walls.
For example, with patience, you can kill the nearby hive in Tram from Tram hub with a flamer, just by pointing it at the wall for long enough. (︶︿︿︿︶)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually onos gets bone shield which should make it immune to turrets if it faces them, long enough to get close anyway. Also whips get the bombard ability which I assume is something like bile bomb. I also assume the onos will probably be resistant to turrets by default as it is the anti-structure class.
<!--quoteo(post=1841700:date=Apr 20 2011, 12:45 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Apr 20 2011, 12:45 PM) <a href="index.php?act=findpost&pid=1841700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun is superior at close range, use the left mouse button.<!--QuoteEnd--></div><!--QuoteEEnd-->
^that
Rifle has a melee move because spray doesn't work so well at close range. Shotgun is already lethal at close range. The gun makes you "gamble" that you can hit them up close, and put yourself right next to the teeth, claws, and other things. If you lose that gamble (miss, run out of ammo) you should die, not have another close-range attack.
<!--quoteo(post=1841750:date=Apr 20 2011, 07:25 PM:name=jkflipflop)--><div class='quotetop'>QUOTE (jkflipflop @ Apr 20 2011, 07:25 PM) <a href="index.php?act=findpost&pid=1841750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the more important question here is why would you ever melee with a shotgun instead of pulling the trigger?<!--QuoteEnd--></div><!--QuoteEEnd-->
if the shotgun has no ammo in it.
lets think of this game like l4d. the majority of your enemies attack you with melee. all of your weapons have a melee or push action. each weapon still has its balance and significance. i think ns2 could have a melee action for every weapon. maybe it could be a push action instead of melee so it wouldn't do damage or would do hardly any damage. this would make it a viable option in a pinch, keep all weapons unique, and emphasize the axe as the real melee weapon. idk, just a thought.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Going out on a limb, flechetes would be doing heavy damage, but you would have fewer projectiles. Then you make the normal shotgun shot do light damage. That would make shotguns good against lightly armored targets (ie, skulks), but you would have to switch over to flechetes against a fade.
The normal shotgun would use 10 bullets each doing 20 pts of light damage. At 0.7 armor absorb, 140 pts would go against armor, which would go down at a rate of 4-1, for a total armor loss of 35 and a 60pt health loss.
With flechettes using 5 projectiles each doing 20 pts of heavy damage, 70 pts would go against armor at a rate of 1-1, for a total armor loss of 70 and 30 health damage.
So you would fire flechettes to strip away the armor, then switch to normal once the armor is gone.
Well, that's at least one idea of how it could work.
Switching shotguns to light damage would make it slightly less powerful against skulks/lerks as well - it basically doubles the effect of armor, so a skulk would have an effective health of 110 vs a shotgun instead of the 90 it has today.
Also, adding a chunk of armor to all alien buildings would make the shotgun less effective there as well, until they get the flechett upgrade of course.
I've seen post by some developer saying shotgun damage is fine in their eyes, so I doubt it will be reduced. But at least they must buff alien buildings, they fall like toothpicks.
<!--quoteo(post=1842167:date=Apr 24 2011, 07:36 AM:name=weeschwee)--><div class='quotetop'>QUOTE (weeschwee @ Apr 24 2011, 07:36 AM) <a href="index.php?act=findpost&pid=1842167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe it could be a push action instead of melee so it wouldn't do damage or would do hardly any damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I support this as long as the knockback also ragdolls the alien if its lerk or lower. So that squads of marines can have their way with gorges.
Comments
Obvious troll is obvious?
- Aliens are supposed to excel in melee
- The Shotgun already excels at close range
- The Marines have a dedicated melee-only weapon
For example, with patience, you can kill the nearby hive in Tram from Tram hub with a flamer, just by pointing it at the wall for long enough.
(︶︿︿︿︶)
That will be fixed when we do the next pass on the flamethrower. The plan is to fix it so it will no longer fire through walls and add the trailing affect to the flame.
--Cory
7 Lerks in sniper mode will do the trick.
For example, with patience, you can kill the nearby hive in Tram from Tram hub with a flamer, just by pointing it at the wall for long enough.
(︶︿︿︿︶)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually onos gets bone shield which should make it immune to turrets if it faces them, long enough to get close anyway. Also whips get the bombard ability which I assume is something like bile bomb. I also assume the onos will probably be resistant to turrets by default as it is the anti-structure class.
^that
Rifle has a melee move because spray doesn't work so well at close range. Shotgun is already lethal at close range. The gun makes you "gamble" that you can hit them up close, and put yourself right next to the teeth, claws, and other things. If you lose that gamble (miss, run out of ammo) you should die, not have another close-range attack.
if the shotgun has no ammo in it.
lets think of this game like l4d. the majority of your enemies attack you with melee. all of your weapons have a melee or push action. each weapon still has its balance and significance. i think ns2 could have a melee action for every weapon. maybe it could be a push action instead of melee so it wouldn't do damage or would do hardly any damage. this would make it a viable option in a pinch, keep all weapons unique, and emphasize the axe as the real melee weapon. idk, just a thought.
The normal shotgun would use 10 bullets each doing 20 pts of light damage. At 0.7 armor absorb, 140 pts would go against armor, which would go down at a rate of 4-1, for a total armor loss of 35 and a 60pt health loss.
With flechettes using 5 projectiles each doing 20 pts of heavy damage, 70 pts would go against armor at a rate of 1-1, for a total armor loss of 70 and 30 health damage.
So you would fire flechettes to strip away the armor, then switch to normal once the armor is gone.
Well, that's at least one idea of how it could work.
Switching shotguns to light damage would make it slightly less powerful against skulks/lerks as well - it basically doubles the effect of armor, so a skulk would have an effective health of 110 vs a shotgun instead of the 90 it has today.
Also, adding a chunk of armor to all alien buildings would make the shotgun less effective there as well, until they get the flechett upgrade of course.
I've seen post by some developer saying shotgun damage is fine in their eyes, so I doubt it will be reduced. But at least they must buff alien buildings, they fall like toothpicks.
I support this as long as the knockback also ragdolls the alien if its lerk or lower. So that squads of marines can have their way with gorges.