Alien life form Idea: Flaaw
Blindga
Join Date: 2012-10-21 Member: 162931Members
<div class="IPBDescription">Structure denial, harasser, melee type</div>Just an idea I thought of about a specialized harasser type of Kharaa form. I've seen a topic about improving fade vortex structure denial effect or adding a power node denial effect to make the fade more useful. I kind of wanted to extend that idea to suggest an alien life form that specializes in supporting in that specific way.
<b>Flaaw (pronounced 'flaw')</b> A hunchbacked monkey-like beast, about half the size of marine. Taller than a gorge, but only slightly. They are a new breed of Kharaa having inherited a mutation from Kharaa being born in high-energy places like power plants and heavy machinery. The Flaaw wield an electrified claw; powered by their own bio-electric currents. They specialize in harassing marine structures and excel mostly in melee combat.
Stats:
Let's say about...
Health: 300
Armor: 50
Energy: 100
Speed: (about that of a gorge. I don't remember the number)
Res cost: 40
Attacks:
Slash (lmb 1): Basic starting attack. A non electrified slash with it's metal claw that deals heavy melee damage. It's slower speed doesn't allow it to be a melee powerhouse, but it can still cause serious injuries to unwary marines.
Damage- 90/normal
Delay- 0.75s
Energy loss- 8
Electrify (rmb): The main ability and appeal of the Flaaw is their ability to electrify structures and marines. Channeling an electric current whilst stabbing outward, they send a dangerously strong electric pulse into the target. When done on structures or exosuit, it will power them down temporarily. If done on a power node, it powers down only the lights. If done on a marine, it electrocutes them, powering down nanoshields and rooting them in place for a few seconds. This attack causes no damage to structures, it just shuts them down.
Damage- 110/Electrify damage total over 3 seconds (no structure damage).
Attack duration (time it takes to finish attack once started)- 1s
Delay- 1.1s
Structure/exo/node lights power down time- 9s (does not stack)
Marine stun time- 3s (does not stack)
Energy loss- 75
Electric Strikes (lmb 2, requires second hive research): The real power of the Flaaw comes out when two hives are acquired. With this quick melee attack, the Flaaw can spend mass amounts of energy at once to deal both melee and electric damage to continuously stun marines or power down structures in rapid succession.
Damage- 80/normal (structure damage). 50/Electrify total over 1.2 seconds (no structure damage)
Delay- 0.8s
Structure/exo/node lights power down time- 5s (still does not stack)
Marine stun time -1.2s
Energy loss- 20
Overload (Rmb upgrade, requires third hive research): Electrify causes an adverse side effect on marine structures with this upgrade. The electric currents are so powerful that the attacked machine will erupt with fingers of electricity in all directions that can damage marines and power down adjacent structures or power nodes (lights only again). The Flaaw's best move for harassing and punishing marine buildings. Does not apply to exosuits.
Damage- 110/Electrify damage total over 3 seconds (no structure damage).
Attack duration (time it takes to finish attack once started)- 1s
Delay- 1.1s
Structure/lights power down time- 9s (does not stack)
Marine stun time- 3s (does not stack)
Energy loss- 75
(same stats for that.)
Overload shockwave duration- 3s (electricity will erupt wildly in all directions from the attacked structure during this time.)
Overload shockwave range- 1 meter (not very long)
Overload shockwave damage- 10/electricity damage over total 0.25s (Applied repeatedly over 3s, for a final total of 120 possible.)
Overload shockwave structure/exo/node lights power down time- 2s (applied repeatedly over the 3s, so 5 seconds by the time it is over.)
Overload shockwave marine stun time- 0.25s (applied repeatedly over the 3s, so 3.25 seconds if hit from the start.)
Other notes:
-can't climb. Can't go in vents. Can't sprint, but can jump fast instead.
Overall, this unit is designed for harassing marine structures and supporting pushes. If used on it's own, it can be killed very fast due to little armor values. It has a little more health than a fade, but nowhere near as much speed or mobility. A careless player will die very fast with this alien on their own, but when used well it can deny marine structures, interrupt command, and tie up marines to break defenses. Late game, it's third hive power can punish clustering mass marine structures together by shutting them down and locking nearby marines in place. A unit specifically designed for attacking structures.
So what do you think? I mostly did this for fun, but for a gameplay perspective... too strong? Too hard? Too weak? Useless ability? Inbalanced stats? Let me know what you think.
<b>Flaaw (pronounced 'flaw')</b> A hunchbacked monkey-like beast, about half the size of marine. Taller than a gorge, but only slightly. They are a new breed of Kharaa having inherited a mutation from Kharaa being born in high-energy places like power plants and heavy machinery. The Flaaw wield an electrified claw; powered by their own bio-electric currents. They specialize in harassing marine structures and excel mostly in melee combat.
Stats:
Let's say about...
Health: 300
Armor: 50
Energy: 100
Speed: (about that of a gorge. I don't remember the number)
Res cost: 40
Attacks:
Slash (lmb 1): Basic starting attack. A non electrified slash with it's metal claw that deals heavy melee damage. It's slower speed doesn't allow it to be a melee powerhouse, but it can still cause serious injuries to unwary marines.
Damage- 90/normal
Delay- 0.75s
Energy loss- 8
Electrify (rmb): The main ability and appeal of the Flaaw is their ability to electrify structures and marines. Channeling an electric current whilst stabbing outward, they send a dangerously strong electric pulse into the target. When done on structures or exosuit, it will power them down temporarily. If done on a power node, it powers down only the lights. If done on a marine, it electrocutes them, powering down nanoshields and rooting them in place for a few seconds. This attack causes no damage to structures, it just shuts them down.
Damage- 110/Electrify damage total over 3 seconds (no structure damage).
Attack duration (time it takes to finish attack once started)- 1s
Delay- 1.1s
Structure/exo/node lights power down time- 9s (does not stack)
Marine stun time- 3s (does not stack)
Energy loss- 75
Electric Strikes (lmb 2, requires second hive research): The real power of the Flaaw comes out when two hives are acquired. With this quick melee attack, the Flaaw can spend mass amounts of energy at once to deal both melee and electric damage to continuously stun marines or power down structures in rapid succession.
Damage- 80/normal (structure damage). 50/Electrify total over 1.2 seconds (no structure damage)
Delay- 0.8s
Structure/exo/node lights power down time- 5s (still does not stack)
Marine stun time -1.2s
Energy loss- 20
Overload (Rmb upgrade, requires third hive research): Electrify causes an adverse side effect on marine structures with this upgrade. The electric currents are so powerful that the attacked machine will erupt with fingers of electricity in all directions that can damage marines and power down adjacent structures or power nodes (lights only again). The Flaaw's best move for harassing and punishing marine buildings. Does not apply to exosuits.
Damage- 110/Electrify damage total over 3 seconds (no structure damage).
Attack duration (time it takes to finish attack once started)- 1s
Delay- 1.1s
Structure/lights power down time- 9s (does not stack)
Marine stun time- 3s (does not stack)
Energy loss- 75
(same stats for that.)
Overload shockwave duration- 3s (electricity will erupt wildly in all directions from the attacked structure during this time.)
Overload shockwave range- 1 meter (not very long)
Overload shockwave damage- 10/electricity damage over total 0.25s (Applied repeatedly over 3s, for a final total of 120 possible.)
Overload shockwave structure/exo/node lights power down time- 2s (applied repeatedly over the 3s, so 5 seconds by the time it is over.)
Overload shockwave marine stun time- 0.25s (applied repeatedly over the 3s, so 3.25 seconds if hit from the start.)
Other notes:
-can't climb. Can't go in vents. Can't sprint, but can jump fast instead.
Overall, this unit is designed for harassing marine structures and supporting pushes. If used on it's own, it can be killed very fast due to little armor values. It has a little more health than a fade, but nowhere near as much speed or mobility. A careless player will die very fast with this alien on their own, but when used well it can deny marine structures, interrupt command, and tie up marines to break defenses. Late game, it's third hive power can punish clustering mass marine structures together by shutting them down and locking nearby marines in place. A unit specifically designed for attacking structures.
So what do you think? I mostly did this for fun, but for a gameplay perspective... too strong? Too hard? Too weak? Useless ability? Inbalanced stats? Let me know what you think.
Comments
Maybe I'll write one later tonight...
This unit's third ability was geared towards breaking turtles and ending late games though. A pair of Flaaw could use Overload and Electrified Claw to repeatedly stunlock multiple infantry portals in a late game turtle. A shift to help, and a good distraction will be needed though.
The first thing I thought of was something the aliens could spew into the marine base to majorly mess things up.
<a href="http://www.metacafe.com/watch/an-r6jO2uJJ2hbbm7/the_mist_2007_giant_insects_part_2/" target="_blank">http://www.metacafe.com/watch/an-r6jO2uJJ2...insects_part_2/</a>
Something like these (and look! Lerks eat them!). Release a cloud of those into a marine base and then chase in and destroy everything. I dunno - maybe the Gorge can build a big birthing mass or something only on infestation, and when released they only fly a short way before dying so you'd have to get it pretty close to the marine base?