Spawning immunity/blink instahit

SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
<div class="IPBDescription">What are your thoughts on these?</div>Alright, two topics in one.

1)
First, spawning. Or more specifically, the lag that area loading causes. Every time you spawn or teleport to a new area, there's a small delay, up to 500ms even on my beast of a computer, that I can't do anything. In that time the enemy, if well placed, gets one and almost a second hit on me. Mostly an issue when coming out of phase gates because that area is unlikely loaded for you when you step out. So obviously this is more of a marine problem.

What do you think of a short immunity when teleporting? Like just half a second, during which you can <b>not</b> shoot because you're still particle vapor and trying to get out of the gate. You could move though. Same could be tried for spawning from IPs and eggs.

2)
Getting to instahit a marine from blink. Seems super OP. Just in general, what are your thoughts on it? Mostly wanting input from those who actually play this game a bit competetively.

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    For spawning, I'd rather force the area you spawn in to be loaded than give any sort of invincibility - perhaps lock the camera to the IP a second or two before you spawn in?
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1897889:date=Jan 28 2012, 02:01 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 28 2012, 02:01 PM) <a href="index.php?act=findpost&pid=1897889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For spawning, I'd rather force the area you spawn in to be loaded than give any sort of invincibility - perhaps lock the camera to the IP a second or two before you spawn in?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Aye, giving temp immortality seems like a workaround - a bandaid fix.
    making sure the place is all loaded up and ready when its time to spawn/teleport seems like a better alternative.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    For IPs that could work, but how about phasegates and shifts?
    Does the game need to render a room on the other side of the map, at the receiving end, whenever you're close to something that can teleport you? Is that even possible?
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    For 2)
    There aren't a lot of good solutions that don't involve using NS1 blink, or separating invulnerability/invisibility aspect from the movement aspect, but here's the best I could come up with using the current mechanics:

    First, all of the cooldowns/timers that prevent blink from firing should be removed. Blink should always be activatable, given that you have the energy. There should instead be a delay between when you exit blink and when you can swipe. When combined with momentum, this will add more skill to playing fade, as well as remove no-risk insta-hits. It wouldn't be perfect, especially against JPs and in close-quarters, but it would be better than what we have now.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    For number 2 being able to damage a blinking fade with bullets would balance him considerably. As the fade wouldn't be able to charge straight at you and straight out the room without taking some serious damage. It would also add some more skill to fade movement as you couldn't move in predictable patterns without being shot.
  • marsvinmarsvin Join Date: 2011-03-22 Member: 87920Members
    <!--quoteo(post=1897945:date=Jan 28 2012, 10:36 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jan 28 2012, 10:36 PM) <a href="index.php?act=findpost&pid=1897945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For number 2 being able to damage a blinking fade with bullets would balance him considerably.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That would certainly be an improvement. Invisibility is not a problem, but being completely invincible is. Not only balance wise but it's also an extremely frustrating mechanic to play against. Killing fades should be a matter of skill not how much energy he has left I think. Making fades very hard to kill is good but giving them a button that makes them invincible as long as they have energy seems too much.

    This would also make it ok to give it a bit more health again.

    The delay might also be good? Not sure about that one.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Try Yuuki's fade blink mod. Doing long blinks consumes a tonne of energy, so you're better off doing short blinks in combat and long blinks to escape or engage.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1897968:date=Jan 29 2012, 01:25 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 29 2012, 01:25 AM) <a href="index.php?act=findpost&pid=1897968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try Yuuki's fade blink mod. Doing long blinks consumes a tonne of energy, so you're better off doing short blinks in combat and long blinks to escape or engage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Link for the thread:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115631&st=40" target="_blank">Fade blink momentum</a>
    Link from a game where it is being used:
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/eNjayY_xkrg"></param><embed src="http://www.youtube.com/v/eNjayY_xkrg" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    It makes the fades more fun to play, and more NS1'ish.
    It defintly makes the fades need to play more carefully, they have less time to be in the blink state
    But they have a powerful momentum and air control to get around with, UWE tried to implement this feature, but they ran into the same problems as Yuuki first did.
    It's working pretty great compared to the vanilla one, in vanilla momentum is only preserved when going directly up, or directly down, and the adrenaline drain is way too low when you have momentum to work with. The mod increases the drain the more you stay in the blink state, to encourage small blinks. But you can still do some escape blinks, and it works well against flamethrowers, make sure you have energy to escape and youre fine, if not, youre dead.

    Hopefully UWE will implement this mod.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    for 1) i completely agree. ive noticed it as a skulk and marine - a skulk chomping at a rine spawning will get in two hits before the rine even is able to move. you might find a need for protection up to 2 seconds, without firing still of course. this would give the rine time to just barely start to walk off the ip. another example is the lag when using phasegates as you mentioned - i get killed on the other side from multiple bites without ever having a say in the matter. not allowing the marine to fire after spawning for the same amount of time would fix the issue of people spawning with a magazine size of 46 etc.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    when marines enter a hive filled with eggs it works the same way....

    differences are

    many eggs vs 2 ips

    ips glow and sparkle and big neon sign saying 'bite me cos im about to spawn someone', while you can't tell which egg will spawn an alien
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1898171:date=Jan 30 2012, 02:00 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Jan 30 2012, 02:00 PM) <a href="index.php?act=findpost&pid=1898171"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when marines enter a hive filled with eggs it works the same way....

    differences are

    many eggs vs 2 ips

    ips glow and sparkle and big neon sign saying 'bite me cos im about to spawn someone', while you can't tell which egg will spawn an alien<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would love to see glowies spawn the eggs instead of eggs appearing out of nowhere.
    The way I imagine that would work:
    Aliens have a spawnqueue like in NS1, it takes 6 second per alien(per hive) to spawn.
    When an alien is spawning they will spectate the glowie randomly flying around the hive in third person.
    Then the glowie lands on the ground and transforms into an egg and the player can spawn, kind of like drifters and structures.
    That way we won't have hives filled with eggs, right clicking during the 6 seconds takes your spawn to another hive.
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    The reason behind the loading times is that all the events are being sent to you (geometry, props, player locations, etc) all at once causing a huge load of lag and hitching. It was also noticeable when running into an area as an alien and dropping down to really low FPS. Max is working really hard on those problems.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    On spawning/teleports

    I would rather they show me an effect (swirling drain) while the world loads in the background.
    Then pop me in.

    The problem with the immunity is that it can be abused.
    A skulk on the other side should get at least one hit in...If I swung a pipe at the other end of a teleporter and didn't hit you, then I would feel gyped.

    The goal should be to close that gap between the loading you into the world before you can actually do something.
    So yes the skulk might get a bite in, but the marine can get a shot off too.

    They should have some effect, load the world in the background, when everything is ready then pop you are in the world.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo(post=1898194:date=Jan 30 2012, 10:50 AM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Jan 30 2012, 10:50 AM) <a href="index.php?act=findpost&pid=1898194"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would rather they show me an effect (swirling drain) while the world loads in the background.
    Then pop me in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea

    Maybe a short effect on your screen "warphole tunnel" like in Doctor Who or in Stargate. Your "camera" just takes the phasegate like it does now, only your model is invisible/invincible. The loading of the new room is now taking place while you are watching the tunnel animation and *pop* your good to go.

    The effect should take a second? More? less?
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    And then you are still stuck by one or two aliens standing inside the phasegate => so you got around ~1-2s to turn your view(smart skulks pay attention and know in which direction you will face after teleport) and kill it/them.

    Short Invincibility is the easiest and worst way to fix this.(at least for phasegates)

    How about an energy ability for commanders that can pushback aliens(on phasegates and ips), and instead of telefrag an emp style energy drain of 100% if aliens stand too close to the center of a ip/pg?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited January 2012
    It'd be pretty, but a visual effect would not stop the issue of the skull being able to kill a marine before he is able to play. There's a disconnect between the server / game world and what the client sees, so short of being able to remove this lag (which might be very difficult and further down the road) enabling a band aid fix is better than what it is now. I don't know how invincibility for a brief second could be abused. Especially if you are unable to fire?

    Could always spawn with that nano shield ?

    Plenty of games, even competitive ones, incorporate some form of spawn protection. It is helplessly frustrating. And as someone already said aliens already have a mild form of it: distraction and decoy
  • TremanNTremanN Join Date: 2002-11-13 Member: 8471Members
    If an alien is within a certain amount of distance of an IP (slightly more than bite dustance), they get gibbed. This forces the aliens to lay off the IP when it activates, giving marines to reorient themselves. I don't think something like this to be applied to phasegates. There should be a risk to leaving a phasegate unattended, only having someone 'defending' it by phasing through.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    tremann just solved a problem by making a skill based mini game. well done sir.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    Why not be:
    -invincible (cannot be hurt or interacted with)
    -invisible (cannot be seen)
    -position-immobile (cannot move out)
    -attack-disabled (cannot attack)
    -orientation-mobile (can rotate the view)
    for the first 1~2 seconds after spawning?

    So:
    - aliens can't see you so aliens won't waste attacks on an invincible you
    - you can't attack aliens while invincible and invisible
    - you can't move out of the IP/PG while invincible and invisible
    - you can acclimate, prepare and orient yourself (while the level loads) while invincible and invisible

    Then if you want to have less surprises for aliens (why? :)
    - have a visual "phasing in" effect in the game world while a marine is invincible and invisible

    Now:
    - both spawning marines and spawn-camping aliens are relatively prepared for one another
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Not so sure that orientation-mobile would work out since then marines would spawn in aiming right at the unaware skulk and blast it away before it can react. It'd be a pretty severe noob-killer.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=1898328:date=Jan 31 2012, 10:00 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 31 2012, 10:00 AM) <a href="index.php?act=findpost&pid=1898328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not be:
    -invincible (cannot be hurt or interacted with)
    -invisible (cannot be seen)
    -position-immobile (cannot move out)
    -attack-disabled (cannot attack)
    -orientation-mobile (can rotate the view)
    for the first 1~2 seconds after spawning?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that sounds pretty good, but I'd leave the view movement out as well because the phasegate is a door-shaped 'gate', and you will be facing that specific direction. So basically only your camera would be moved there for a second before your entity is created.

    This does raise interesting questions, such as what happens if the phase gate is destroyed while only your camera is there? Eaten by the void? Lost in time and space?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Nope. Sorry harimau, tremann's idea was better. Less issue laden, less to implement, adds a fun skill based mini game which also serves as spawn protection. I love it. Put in a sound cue countdown of sorts, and bam.. your skulk teammates explode!
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    To be fair, with regards to the concept of IP kills: The portal really looks like the sort of thing that <i>would</i> shred anything dumb enough to jump on it when it's spinning up. First time I ate one, I was somewhat confused by the lack of damage I took while eating it.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    @Align: There would be an in-your-face spawning-in effect, I hardly think the skulk would be taken unawares. I recognise that rotating the view may give the marine too much advantage, so it's optional. On the other hand, if they can't move around, then skulks++ could simply take them from behind upon spawning.

    <!--quoteo(post=1898436:date=Feb 1 2012, 01:40 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 1 2012, 01:40 AM) <a href="index.php?act=findpost&pid=1898436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope. Sorry harimau, tremann's idea was better. Less issue laden, less to implement, adds a fun skill based mini game which also serves as spawn protection. I love it. Put in a sound cue countdown of sorts, and bam.. your skulk teammates explode!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Uh, how would it be harder to implement? I bet someone could knock it out in about 10 minutes. I don't know what's so issue-laden, except perhaps the unlocked view-orientation, and I recognise that, but it has both pros and cons. Anything else?

    Also, I'm not really certain how telefragging is a skill-based mini-game. Skilled for who?
    Certainly, it's a fair idea, it punishes spawn-camping; but this notion that it is a skill-based mini-game is quite strange, I must say.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    The reason spawn protection was never implemented (outside of silly custom mods on certain servers) is because the lack of spawn protection actually serves a purpose. It allows the aliens to kill marine bases/finish the game more easily. While it might be frustrating for players to get killed when they're in a vulnerable state and can't really defend themselves, adding spawn protection creates much bigger problems.

    Removing the delay between spawning and the actual image appearing on the marine's screen would be good though.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    yea fanatic i think we agree that needs to occur, but thats not the issue.

    the issue is the unfair delay which leads to a scenario of "well if skulk made it to the ip unchallenged its gg" that should not be the case. eggs still randomly hatch around a hive while its under attack and as mentioned the randomness of the eggs still presents a slight form of protection. thats what were suggesting..<b> a slight protection against the unfair kill where a rine isnt given a chance to fight back. </b>

    just like taking down a hive, if there are multiple skulks having a telefragging ip wont stop the onslaught: it just gives the rines the same fair chance of a last second fight. currently you're lucky if you only get two bites before your screen updates to show that youve spawned.

    harimau: its skill based meta game as you'd watch multiple skulks chomping as the sound cue counts down or revs up and then you'd watch some back away - the ones that failed get hurt or die(?) and this leads to a meta game of timing which might be challenging if implemented correctly.<i> if skill wasnt involved, all thatd be required is whats currently implemented.. just hold down mouse1 and gg.</i>
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1898632:date=Feb 1 2012, 06:11 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 1 2012, 06:11 PM) <a href="index.php?act=findpost&pid=1898632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->all thatd be required is whats currently implemented.. just hold down mouse1 and gg.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's hardly that simple. Marines running back to base to save it, beacon, mines around the IPs, turrets, even the comm, all have a chance at killing the "spawncamping" alien. If all those fail, I'm going to be blunt and say that you deserve to lose.

    Spawn protection, even a more moderate solution like announced telefragging, introduces more problems than it solves.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1898613:date=Feb 1 2012, 10:40 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Feb 1 2012, 10:40 PM) <a href="index.php?act=findpost&pid=1898613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Removing the delay between spawning and the actual image appearing on the marine's screen would be good though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Is this possible?

    Approaching it a different way, though: Don't spawn the marine into the game world until the frame where their view has fully loaded. <b>Adding</b> a minor delay between spawning and arriving would be an easy way of doing it.

    @ironhorse: I'd just hear the start of the sound and back off immediately. Since there's no chance of me getting the first hit in, why would I stay?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited February 2012
    <!--quoteo(post=1898655:date=Feb 1 2012, 10:26 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Feb 1 2012, 10:26 AM) <a href="index.php?act=findpost&pid=1898655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's hardly that simple. Marines running back to base to save it, beacon, mines around the IPs, turrets, even the comm, all have a chance at killing the "spawncamping" alien.
    Spawn protection, even a more moderate solution like announced telefragging, introduces more problems than it solves.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yes but that exact scenario exists for alien hive as well, the alien in the hive (comm), hydras everywhere, whips, gorges, and faster than marine moving skulks running back to base with that "OUR HIVE IS DYING" notification all have a chance of killing the spawn camping marine.

    the difference between the spawn killing for each side is that aliens have slight protection with anonymity of location through eggs, <u>giving them extra time for orientation / response</u>, with an ip its clear WHERE and WHEN the individual shall spawn - the rine never getting that same chance.

    all that is being mentioned is leveling out the difference for balance sake. especially considering that technical bug (Delay) which exaggerates this issue. if nothing else its a temp fix.
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