<!--quoteo(post=1866422:date=Aug 4 2011, 04:38 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 4 2011, 04:38 PM) <a href="index.php?act=findpost&pid=1866422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point, but kinda lack luster. Another rifle butt would be a little redundant.
+1 to the kitchen sink<!--QuoteEnd--></div><!--QuoteEEnd--> I agree with another boring melee, I think a flare would make awesome use of the dynamic lighting :)
<!--quoteo(post=1866439:date=Aug 4 2011, 05:11 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 4 2011, 05:11 PM) <a href="index.php?act=findpost&pid=1866439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with another boring melee, I think a flare would make awesome use of the dynamic lighting :)<!--QuoteEnd--></div><!--QuoteEEnd--> One single secondary flare that illuminates the room for 20 seconds, that also disrupts alien sight.
I'd like a bayonet for the shotgun, It strikes me as the "always ready" style weapon, so having the ability to stab cysts while still armed would be nice. It would be "different" than the rifle butt but would just be a handy extra.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
I'd actually prefer all primary weapons (lmg, sg, gl, and ft) to have a melee with knockback alt-fire. Marines need a way to push back the melee alien classes (skulk and fade) at all times to give them a chance to survive. Right now, if a skulk or fade gets close, you're pretty much dead and its not hard for either to do so (see leap or blink).
<!--quoteo(post=1866493:date=Aug 4 2011, 07:42 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 4 2011, 07:42 PM) <a href="index.php?act=findpost&pid=1866493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd actually prefer all primary weapons (lmg, sg, gl, and ft) to have a melee with knockback alt-fire. Marines need a way to push back the melee alien classes (skulk and fade) at all times to give them a chance to survive. Right now, if a skulk or fade gets close, you're pretty much dead and its not hard for either to do so (see leap or blink).<!--QuoteEnd--></div><!--QuoteEEnd--> Regardless of what they choose, anything at this point is acceptable.
What if it the alt fire did zero damage but drained only energy? This way your sacrificing damage for energy drain which can come in handy especially against the infinite blinking fades.
Erm..How about an electric shock round like the shotgun in Bioshock 2, but with more of a stun effect (Slowing Fades for a 2 seconds). The down side being that it needs to recharge after each shot.
<!--quoteo(post=1866754:date=Aug 5 2011, 03:07 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Aug 5 2011, 03:07 PM) <a href="index.php?act=findpost&pid=1866754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It can and it works in NS1. You have to move really slow to avoid getting tracked.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you moved too quickly you broke stealth which made you "trackable". =)
<!--quoteo(post=1866765:date=Aug 5 2011, 05:30 PM:name=JayArc)--><div class='quotetop'>QUOTE (JayArc @ Aug 5 2011, 05:30 PM) <a href="index.php?act=findpost&pid=1866765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Erm..How about an electric shock round like the shotgun in Bioshock 2, but with more of a stun effect (Slowing Fades for a 2 seconds). The down side being that it needs to recharge after each shot.<!--QuoteEnd--></div><!--QuoteEEnd--> That would be a great idea. I could see it stunning aliens similar to the way web stunned marines in NS1!
<!--quoteo(post=1866928:date=Aug 6 2011, 03:59 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 6 2011, 03:59 AM) <a href="index.php?act=findpost&pid=1866928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would be a great idea. I could see it stunning aliens similar to the way web stunned marines in NS1!<!--QuoteEnd--></div><!--QuoteEEnd--> There is a huge difference between stopping a marines movement (I don't recall web preventing you from firing) with a pudgy gorge and stopping an aliens attack and movement with a shotgun right in your face. Who cares if it needs time to recharge, you've got a shotgun and they can't go anywhere.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i might try to implement this stun / slow / recharge thing. when you shoot, you have to wait 1.5 - 2 secs before you could do (= shoot) something else, and the damage is half (or less) of the primary attack
<!--quoteo(post=1866966:date=Aug 6 2011, 11:00 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 6 2011, 11:00 AM) <a href="index.php?act=findpost&pid=1866966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i might try to implement this stun / slow / recharge thing. when you shoot, you have to wait 1.5 - 2 secs before you could do (= shoot) something else, and the damage is half (or less) of the primary attack<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry to say, but a lot of what i have seen of you posting in here on what you will implement i will not be playing your mod. Stuns and slows never go over well with players and should be a last resort. Not to mention you restrict players with your blink ideas. Do you hate aliens? lol
(granted your mod may be awesome. I only know two situations i disagreed with ya. But i only know of two things you have mentioned. 2/2)
Based on how this thread is evolving, what if the secondary is this electrical taser like thing, which allows the marine to shoot a building causing an electrical area of effect damage to aliens attacking it?
<!--quoteo(post=1866972:date=Aug 6 2011, 11:28 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 6 2011, 11:28 AM) <a href="index.php?act=findpost&pid=1866972"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Based on how this thread is evolving, what if the secondary is this electrical taser like thing, which allows the marine to shoot a building causing an electrical area of effect damage to aliens attacking it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea but not for a shotgun alt fire. Maybe another weapon, like a tazor mine that you attach to friendly units that have a limited about of charges. That would be pretty neat!
the shotgun should really have the melee alt fire, and the grenade launcher should as well (make the grenade launcher a separate weapon slot like in bad company or cod or whatever)
right now marines are awkward and claustrophobic to play, and not in a good way (ie. like resident evil 4), they really need to feel snappier all around
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
there are not any stuns or slows in the mod. and the funny thing is, people also asked me if i hate marines (since i nerved few weapons there, especially the flame thrower).
you will never play that mod, ok. but don't judge my changes until you tried them. they are meant as experiments, to try out other things which uwe could / can not do since they have to concentrate on stuff which they want to have or which are working for sure. especially the fade blink, you wrote now it's limiting the fade... you should really try it out. the only thing that changed is that you cannot do retarded "panic blinking" when you are at low HP. but overall his agility is way increased
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
As much as I would love a melee attack on the Shogun, (because it would feels so natural, and cover its glaring weakness at close range) it should be unique.
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock. <img src="http://www.unknownworlds.com/ns2/wiki/images/thumb/3/38/Shotgun_Concept.jpg/800px-Shotgun_Concept.jpg" border="0" class="linked-image" />
Perhaps a melee shove (knock back) with no damage would be more fitting? It could also act as a block, that absorbs some damage from a melee attack (Bite, Swipe).
Melee attack would make sense, but at that point it becomes the question of why don't marines just have a melee button?
I kinda want something that makes use of those lights on the side.
What about if the shotgun carries six special shots of some description, it has that second protrusion under the main barrel, so you could conceivably give it a very limited supply of alternate ammo.
The question of course becomes what kind of ammo should it be. Obviously you've got things like slug rounds, mini grenades, incendiary rounds, all sorts of stuff like that. I was thinking though what if the lights represent 'charged shots', the shotgun could right click to fire a regular shot except it would also put out a kind of shockwave, making the shot push aliens back a bit and also making it do the same amount of damage anywhere in the fire cone, changing it from shooting actual pellets to a general 'do [x] damage to everything in range' attack.
The downside would be that it would have a lot of recoil, and very limited ammo obviously, it could also do less damage in general, the plus side is that the shockwave could do structural damage making it better against clusters of structures, and it would also be more reliable as it doesn't rely on the somewhat erratic pellet spread.
something cool but totally useless would be making right click perform the 'pump' action. So players cant shoot more than once unless they manually pump their own gun :D???????????????????
Comments
+1 to the kitchen sink<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with another boring melee, I think a flare would make awesome use of the dynamic lighting :)
One single secondary flare that illuminates the room for 20 seconds, that also disrupts alien sight.
:D
+1 for throwing it at the enemy.
man that would be so funny ...people would hit it by accident
Regardless of what they choose, anything at this point is acceptable.
It can and it works in NS1.
You have to move really slow to avoid getting tracked.
You have to move really slow to avoid getting tracked.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you moved too quickly you broke stealth which made you "trackable". =)
That would be a great idea. I could see it stunning aliens similar to the way web stunned marines in NS1!
There is a huge difference between stopping a marines movement (I don't recall web preventing you from firing) with a pudgy gorge and stopping an aliens attack and movement with a shotgun right in your face. Who cares if it needs time to recharge, you've got a shotgun and they can't go anywhere.
Sorry to say, but a lot of what i have seen of you posting in here on what you will implement i will not be playing your mod. Stuns and slows never go over well with players and should be a last resort. Not to mention you restrict players with your blink ideas. Do you hate aliens? lol
(granted your mod may be awesome. I only know two situations i disagreed with ya. But i only know of two things you have mentioned. 2/2)
I like the idea but not for a shotgun alt fire. Maybe another weapon, like a tazor mine that you attach to friendly units that have a limited about of charges. That would be pretty neat!
right now marines are awkward and claustrophobic to play, and not in a good way (ie. like resident evil 4), they really need to feel snappier all around
you will never play that mod, ok. but don't judge my changes until you tried them. they are meant as experiments, to try out other things which uwe could / can not do since they have to concentrate on stuff which they want to have or which are working for sure. especially the fade blink, you wrote now it's limiting the fade... you should really try it out. the only thing that changed is that you cannot do retarded "panic blinking" when you are at low HP. but overall his agility is way increased
Judging from this VERY old mock up picture.
<img src="http://www.unknownworlds.com/ns2/wiki/images/8/8f/NS2_marine_mockup.jpg" border="0" class="linked-image" />
Edit PS: That old mockup makes me crave a bullpup style rifle in NS2. Does anyone remember that fantastic black bullpup NS1 HMG skin? Good times...
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock.
<img src="http://www.unknownworlds.com/ns2/wiki/images/thumb/3/38/Shotgun_Concept.jpg/800px-Shotgun_Concept.jpg" border="0" class="linked-image" />
Perhaps a melee shove (knock back) with no damage would be more fitting? It could also act as a block, that absorbs some damage from a melee attack (Bite, Swipe).
I kinda want something that makes use of those lights on the side.
What about if the shotgun carries six special shots of some description, it has that second protrusion under the main barrel, so you could conceivably give it a very limited supply of alternate ammo.
The question of course becomes what kind of ammo should it be. Obviously you've got things like slug rounds, mini grenades, incendiary rounds, all sorts of stuff like that. I was thinking though what if the lights represent 'charged shots', the shotgun could right click to fire a regular shot except it would also put out a kind of shockwave, making the shot push aliens back a bit and also making it do the same amount of damage anywhere in the fire cone, changing it from shooting actual pellets to a general 'do [x] damage to everything in range' attack.
The downside would be that it would have a lot of recoil, and very limited ammo obviously, it could also do less damage in general, the plus side is that the shockwave could do structural damage making it better against clusters of structures, and it would also be more reliable as it doesn't rely on the somewhat erratic pellet spread.