Rifle Butt vs. Charged-Focus Bite
Zomb3h
Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
<div class="IPBDescription">Rifle Butt [Axe] vs. Potential 3rd-Hive Skulk ability</div>Remember how the Fade had the 2nd, stronger swipe ability a long LONG time ago , and it took time for the swipe to "charge up" before attacking.
I was thinking instead of making Focus bite (<i><b>1 slow-rate of fire Bite = 2 Bites</b> for those unfamiliar with this NS1 ability</i>) a chamber-based upgrade,
it could be a <!--coloro:#808000--><span style="color:#808000"><!--/coloro--><b>3rd hive</b><!--colorc--></span><!--/colorc--> ability for the <!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->Skulk<!--colorc--></span><!--/colorc-->.
<b>The reason for choosing the <!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->Skulk<!--colorc--></span><!--/colorc--> is</b>:
<b>==============================================</b>
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+ By the time a <b><!--coloro:#808000--><span style="color:#808000"><!--/coloro-->3rd hive<!--colorc--></span><!--/colorc--></b> is up, <b>surviving skulks with little res</b> can stand a chance against <i>high-leveled</i> marines.
+ The Focus skulk bite could work the <i>same way as the Fade's older swipe</i> in terms of a "<i><b>charged-up</b></i>" execution<!--colorc--></span><!--/colorc-->,
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->*EDIT*<!--colorc--></span><!--/colorc-->
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+ To add something in addition to further balance it, the Charged-Focus attack <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->should drain enough energy<!--colorc--></span><!--/colorc--> to at least allow for 1 <!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->Leap<!--colorc--></span><!--/colorc--> to be used in conjunction, and 2 leaps for Adrenaline users, as to avoid this ability to be spammed but rather thought out.<!--colorc--></span><!--/colorc-->
->Now for <!--coloro:#008080--><span style="color:#008080"><!--/coloro-->TSF Marines<!--colorc--></span><!--/colorc-->, they will be able to tell if a Charged-Focus bite is coming, by <b>hearing</b> a Skulk "<b><!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->growling<!--colorc--></span><!--/colorc--></b>" <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->sound cue [for the charge-up]<!--colorc--></span><!--/colorc-->.
->One way I thought about as a <!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro--><b>counter</b><!--colorc--></span><!--/colorc--> for the Marines against the Charged-Focus bite:
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+If the Marine lands a <i><b>Rifle-Butt/Melee attack</b></i> on the Skulk during the Focus bite attack (even if it's charged), it would interrupt the attack all together,
<i><b>even if the charge was complete</b></i>.<!--colorc--></span><!--/colorc-->
<b>==============================================</b>
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro--><b>CONCLUSION</b><!--colorc--></span><!--/colorc-->
The <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Rifle-Butt/Melee<!--colorc--></span><!--/colorc--> counter could perhaps encourage Skulks to use the environment to out-maneuver a Marine before attacking with Charged-Focus as to avoid a melee attack from the Marines.
Seeing as <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Rifle-Butt<!--colorc--></span><!--/colorc--> is <i>exclusive</i> to the <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro--><b>LMG Rifle</b><!--colorc--></span><!--/colorc--> [<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->excluding the fact that the <b>Axe</b> <i>can also counter</i> the Charged-Focus attack<!--colorc--></span><!--/colorc-->], perhaps <b>giving the LMG</b> this viable counter <u>could make the </u><u>combat scenarios <i>more varied</i></u> in weaponry, instead of everyone <i>always choosing</i> <!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Shotguns<!--colorc--></span><!--/colorc-->.
I was thinking instead of making Focus bite (<i><b>1 slow-rate of fire Bite = 2 Bites</b> for those unfamiliar with this NS1 ability</i>) a chamber-based upgrade,
it could be a <!--coloro:#808000--><span style="color:#808000"><!--/coloro--><b>3rd hive</b><!--colorc--></span><!--/colorc--> ability for the <!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->Skulk<!--colorc--></span><!--/colorc-->.
<b>The reason for choosing the <!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->Skulk<!--colorc--></span><!--/colorc--> is</b>:
<b>==============================================</b>
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+ By the time a <b><!--coloro:#808000--><span style="color:#808000"><!--/coloro-->3rd hive<!--colorc--></span><!--/colorc--></b> is up, <b>surviving skulks with little res</b> can stand a chance against <i>high-leveled</i> marines.
+ The Focus skulk bite could work the <i>same way as the Fade's older swipe</i> in terms of a "<i><b>charged-up</b></i>" execution<!--colorc--></span><!--/colorc-->,
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->*EDIT*<!--colorc--></span><!--/colorc-->
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+ To add something in addition to further balance it, the Charged-Focus attack <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->should drain enough energy<!--colorc--></span><!--/colorc--> to at least allow for 1 <!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->Leap<!--colorc--></span><!--/colorc--> to be used in conjunction, and 2 leaps for Adrenaline users, as to avoid this ability to be spammed but rather thought out.<!--colorc--></span><!--/colorc-->
->Now for <!--coloro:#008080--><span style="color:#008080"><!--/coloro-->TSF Marines<!--colorc--></span><!--/colorc-->, they will be able to tell if a Charged-Focus bite is coming, by <b>hearing</b> a Skulk "<b><!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->growling<!--colorc--></span><!--/colorc--></b>" <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->sound cue [for the charge-up]<!--colorc--></span><!--/colorc-->.
->One way I thought about as a <!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro--><b>counter</b><!--colorc--></span><!--/colorc--> for the Marines against the Charged-Focus bite:
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+If the Marine lands a <i><b>Rifle-Butt/Melee attack</b></i> on the Skulk during the Focus bite attack (even if it's charged), it would interrupt the attack all together,
<i><b>even if the charge was complete</b></i>.<!--colorc--></span><!--/colorc-->
<b>==============================================</b>
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro--><b>CONCLUSION</b><!--colorc--></span><!--/colorc-->
The <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Rifle-Butt/Melee<!--colorc--></span><!--/colorc--> counter could perhaps encourage Skulks to use the environment to out-maneuver a Marine before attacking with Charged-Focus as to avoid a melee attack from the Marines.
Seeing as <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Rifle-Butt<!--colorc--></span><!--/colorc--> is <i>exclusive</i> to the <!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro--><b>LMG Rifle</b><!--colorc--></span><!--/colorc--> [<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->excluding the fact that the <b>Axe</b> <i>can also counter</i> the Charged-Focus attack<!--colorc--></span><!--/colorc-->], perhaps <b>giving the LMG</b> this viable counter <u>could make the </u><u>combat scenarios <i>more varied</i></u> in weaponry, instead of everyone <i>always choosing</i> <!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Shotguns<!--colorc--></span><!--/colorc-->.
Comments
i like this thought process, i would however like to see something like this more on a lerk than a skulk tho. which i believe would be easy to implement as the same attack as the fade used to have, but just give it to the lerk instead..
the skulk at present already has a load of abilities, and for a specialty move i would like to think a specialty evolve would be better served so that every single battle doesn't involve a possible 1 hit kill or there abouts. if it was put to a lerk tho the spores would need to be reduced in duration or it could be used too easily.
but thats just my opinion and im sure others could put their imagination to this post in a variety of ways
the skulk at present already has a load of abilities, and for a specialty move i would like to think a specialty evolve would be better served so that every single battle doesn't involve a possible 1 hit kill or there abouts. if it was put to a lerk tho the spores would need to be reduced in duration or it could be used too easily.
but thats just my opinion and im sure others could put their imagination to this post in a variety of ways<!--QuoteEnd--></div><!--QuoteEEnd-->
I would presume the Lerk's vampiric-bite style already serves its purpose as hit-and-run.
The spikes can serve as anti-air.
I'd have to disagree about Skulks being full of abilities. Xenocide isn't as formidable as its NS1 counter-part, and is less likely an executed ability due to people not gaining res upon death.
And if you're a skulk, being dead is the last thing you need. The Charged-Focus ability could potentially <!--coloro:#008080--><span style="color:#008080"><!--/coloro-->increase the life-span<!--colorc--></span><!--/colorc--> of the Skulk, especially late-game.
Frustrating as it is to play Kharaa now, the <u>design of the maps is still a factor</u> in deciding proper balances.
Rather than changing map designs, I believe this Charged-Focus ability closes that balance gap that are present in those maps, as the Charged-Focus ability makes for a formidable counter against Jet-packers, and can be countered accordingly.
<i>EDITED 1st POST with an additional suggestion.</i>
Skulk early game can be addressed simply through what the Marines have been tweaked with in regards to movement, which is <u>a more responsive movement system</u> equivalent to what was done with Marines on Build 222.
If<u> general movement responsiveness</u>, and <u>wall-jump</u> are addressed, then <b>early games will prove to be on-par</b> against early-tech to mid-tech weaponry of the TSF Marines.
I'd just like to have the old focus back. As a researchable upgrade like leap. If the two hive requirement is met too soon, and three hives isn't really gonna happen soon enough, maybe make it require two mature hives or something?
I'd just like to have the old focus back. As a researchable upgrade like leap. If the two hive requirement is met too soon, and three hives isn't really gonna happen soon enough, maybe make it require two mature hives or something?<!--QuoteEnd--></div><!--QuoteEEnd-->
The 'growling' lets the opposing Marine(s) <u>know</u> that a Charged-Focus bite is coming.
I am hesitant about it being 3 Hives, but it still provides enough time for Marines to Tech-Up, as by the time 2nd Hive is up, a Marine team may not have armor 2 even up.
In addition, a 2nd hive can quickly be dropped and to give Focus that early would make it overpowered.
I know. I just think it's unnecessary, because the effect on the battle is so small, and it also feels very artificial, with the rifle-butting only countering a focus-bite and not a normal bite. But I'd still like to have the good old focus as it was in NS1.
<!--quoteo(post=1991799:date=Oct 15 2012, 07:46 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Oct 15 2012, 07:46 PM) <a href="index.php?act=findpost&pid=1991799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In addition, a 2nd hive can quickly be dropped and to give Focus that early would make it overpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's what I said. The timing is somewhere in between the second and the third hive. I'm not sure if the current tech-tree implementation for aliens allows for this kind of temporal restriction though.
They are not the same, as one is geared towards hit-run/anti-Jetpack, whereas the other (default bite) relies on brute force.