Skulk grab / attach

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited August 2012 in Ideas and Suggestions
<div class="IPBDescription">keeping the skulk good in the end game</div>Perhaps as a replacement for xeno, or simply just another ability for the skulk, probably researched at 3 (or maybe 2) hives.

The skulk can attach itself to marines after a leap successfully makes contact with the marine. This would be very handy against jetpackers, but there would still be an element of skill as you try to latch onto a jetpacker. You can detach yourself by leaping again.

Once attached, a marine can knock off the skulk by using the rifle butt, but if course GL/SG/Flamethrower doesn't have this ability, so you would either need to switch to your axe/welder or get a team mate to use their rifle butt on the skulk. (the marine you are attached to cannot shoot you).

So this ability would be a great counter to jetpacks, marines roaming around with GL/SG/FT on their own, or even groups of marines vs groups of skulks as each skulk could potentially attach themselves to each marine. It also allows aliens to be more tactical as it will disrupt a selected marine for a short period of time.


But there is also an element of skill, 1 in attaching yourself and 2, for the marine to knock you off before you bite him 3-5 times (depending on armor level).

<strike><!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->reply with +1 if you like :D<!--colorc--></span><!--/colorc--></strike> <sup><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Let's not; Constructive posts please. - Angelusz<!--colorc--></span><!--/colorc--></sup>

Comments

  • DarkomicronDarkomicron Join Date: 2010-11-24 Member: 75256Members
    The reason I don't like this idea is because it will disable marines who upgrade their weapons (= willing to spend their resources on becoming stronger) but doesn't disable the standard marine. It also takes away the most fun part of playing a skulk: movement and timing. I love attacking a pack of marines with a few skulks just jumping around them leaping at them, climbing up the wall. This grapple will only result in less skill required and reducing the combat options of both sides.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    This would be ok if it was like a passive damage thing, like 10 or 20 damage dealt a second, but the skulk definitely shouldn't be able to bite while attached. That would result in death faaar too quickly.
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    <!--quoteo(post=1963343:date=Aug 15 2012, 10:53 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 15 2012, 10:53 AM) <a href="index.php?act=findpost&pid=1963343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would be ok if it was like a passive damage thing, like 10 or 20 damage dealt a second, but the skulk definitely shouldn't be able to bite while attached. That would result in death faaar too quickly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That could work. Your initial damage is high as you latch onto the marine with a bite, but the following damage comes from your scratching claws.
    It's not too powerful by itself, but a team of two skulks could still bring down a jetpacker pretty swiftly. So long as you could still abscond by leaping away, I approve. :)
  • therake6therake6 Join Date: 2011-12-04 Member: 136544Members
    It would be cooler if a whip did it and wrapped a marine up like a python.
    But that would require hardcore commanding.
  • TalthanTalthan Join Date: 2012-08-02 Member: 154605Members
    I like the idea. This would allow aliens to have a viable way to take out jetpacks other then a 50 p-res fade, yet still allow the marine in question to escape by landing and getting help from his allies, or just dodging it in the first place.
    Perhaps have it as one of the evolutions? So at the expense of cara (or, realistically, something other then cara) they could take an evolution which enables this ability?
  • RiseRise Join Date: 2012-04-17 Member: 150595Members
    You know what would be really awesome, if skulks could wallwalk on exo suits.
    Imagine a pack of skulks clinging and circling around the exosuit as his teammates try to shoot the little critters off.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1963636:date=Aug 16 2012, 06:32 AM:name=Rise)--><div class='quotetop'>QUOTE (Rise @ Aug 16 2012, 06:32 AM) <a href="index.php?act=findpost&pid=1963636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You know what would be really awesome, if skulks could wallwalk on exo suits.
    Imagine a pack of skulks clinging and circling around the exosuit as his teammates try to shoot the little critters off.<!--QuoteEnd--></div><!--QuoteEEnd-->

    EPIC!!!
  • PershinPershin Join Date: 2012-08-16 Member: 155687Members
    Wow, this suggestion is really nice! :D

    Maybe the ability could be called pounce or something like that. They do have a similar effect with the stomp from the Onos, so it shouldn't be hard to implement.
  • uspowersquadronuspowersquadron Join Date: 2012-08-11 Member: 155450Members
    edited August 2012
    I understand the issue of skulks being weak against a jp, although ive been killed by skulks while airborne many times, but this is just silly. there is no way to make this require skill, and from the marines perspective, this sounds aweful. you know those bad games that sometimes do the "theres a guy grabbing you, press the right buttons in the right order not to die"? i hate that kind of thing in horror games, but it has no place in an online shooter.
    all that is not mentioning how skulks would become an instant kill for non jp marines.

    but i have a much simpler solution that may solve the same issues with less op:
    whenever a skulk collides with a flying marine with leap, the marine's jetpack stops working for some fraction of a second, and/or he is thrown the direction he was struck.
    this makes sense from a physics perspective, and because the marine would have to re-true himself with up if disoriented, the jp turning off momentarily would make sense too

    obviously, this would make the marine a much easier target for a short time after someone is able to leap into him. this keeps much of the skill, as the skulk and nearby skulks would have only a short window to make the kill, and the marine can save himself from this by dodging leaps.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited August 2012
    <!--quoteo(post=1964276:date=Aug 17 2012, 03:21 PM:name=uspowersquadron)--><div class='quotetop'>QUOTE (uspowersquadron @ Aug 17 2012, 03:21 PM) <a href="index.php?act=findpost&pid=1964276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I understand the issue of skulks being weak against a jp, although ive been killed by skulks while airborne many times, but this is just silly. there is no way to make this require skill, and from the marines perspective, this sounds aweful. you know those bad games that sometimes do the "theres a guy grabbing you, press the right buttons in the right order not to die"? i hate that kind of thing in horror games, but it has no place in an online shooter.
    all that is not mentioning how skulks would become an instant kill for non jp marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It works pretty well in left 4 dead 1 & 2, and in those games you need other players to knock the enemies off, in this you could do it yourself if you have a rifle, or are quick to pull out an axe. I'm certainly not suggesting quick time events - those can burn in the warp for all i care :)
    Edit also here you would still have full control of your movement too, you aren't glued down. you can run back closer to your team members for you need help, or if you have a jetpack fly into an abyss if you want :)

    <!--quoteo(post=1964276:date=Aug 17 2012, 03:21 PM:name=uspowersquadron)--><div class='quotetop'>QUOTE (uspowersquadron @ Aug 17 2012, 03:21 PM) <a href="index.php?act=findpost&pid=1964276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but i have a much simpler solution that may solve the same issues with less op:
    whenever a skulk collides with a flying marine with leap, the marine's jetpack stops working for some fraction of a second, and/or he is thrown the direction he was struck.
    this makes sense from a physics perspective, and because the marine would have to re-true himself with up if disoriented, the jp turning off momentarily would make sense too

    obviously, this would make the marine a much easier target for a short time after someone is able to leap into him. this keeps much of the skill, as the skulk and nearby skulks would have only a short window to make the kill, and the marine can save himself from this by dodging leaps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I quite like this physics idea actually, bascially every hit could push you around in the air, making it harder and harder to dodge - things like whips could hit you to push you back, and maybe something like bile bomb could weight you down while you are covered in it.
  • uspowersquadronuspowersquadron Join Date: 2012-08-11 Member: 155450Members
    ok i see the connection between your idea and l4d hunters and such, but think for a moment: 1 those are basically single player games 2 those levels are about moving through hundreds of enemies and one in 30 or so can pin you... with your idea the WEAKEST enemy would have this ability 3 right clicking on a pinned friend and swiching to axe and hacking an alien to death are a bit different.
    again i really agree with the symptoms, but the idea of putting hunters into this game would really kill it. i cant put into words how aweful trying to bash an enemy off of yourself would feel in a video game, and anyone with an enemy on himself is dead if another skulk comes along, no matter how you balance.

    but yeah... back to my idea.... why not just have all attacks push you in air? bile bombs weigh down (i like it), clouds slow lift.... ooo i see. this is going to be too hard of a performance hit wont it?

    i still also like jp turning off for a tiny bit when leaped at.
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    I quite like the idea of a lerk being able to roost on an exo's back, and either gas or spike them - with the marine in the exo not being able to turn around to get at them
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    This is a terrible idea. We don't need another disabling effect in the game, specially one so readily available.

    Skulks with leap are fine as is. They do great against jetpacks in certain areas, decent in others, and terrible in really open areas. That's fine.
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