Directional Kharaa Armor
jorgamun
Join Date: 2013-03-05 Member: 183703Members
If it weren't too intensive on the game logic at this or near future stages, I think modifying mitigation based on hit location for Kharaa could introduce some good tactical elements into the gameplay.
The Fade could have extra armor/mitigation on his back, encouraging the assassin hit-and-run style gameplay.
The Onos could have extra armor/mitigation around his face and maybe on his upper back (though that might be too strong against jetpacks) encouraging the charging that doesn't get used nearly as well as it should.
I'm not sure how to balance it to make it not a strict upgrade to the current state of armor. Perhaps have vulnerable hitboxes as well, like heads.
The Fade could have extra armor/mitigation on his back, encouraging the assassin hit-and-run style gameplay.
The Onos could have extra armor/mitigation around his face and maybe on his upper back (though that might be too strong against jetpacks) encouraging the charging that doesn't get used nearly as well as it should.
I'm not sure how to balance it to make it not a strict upgrade to the current state of armor. Perhaps have vulnerable hitboxes as well, like heads.
Comments
The Gorgeous DLC already has Babblers which absorb damage and is already a big step away from the norm. But adding random damage bursts or absorption to NS2. I don't think it will work very well.
There were plans for the Onos having an ability to negate damage from the front using an ability called Bone Shield, which meant it would extend it's armour plates on the side of his head making it move slowly as well. However this was never implemented as it didn't really fit the mobile type of gameplay that defines the Kharaa.
Like I said, directional armor on the Fade would encourage hit-and-run style gameplay, perhaps balanced by decreasing mitigation on the frontside. That is how it would fit into gameplay, plain and simple. They have to "stare down the barrel of a shotgun" to attack a Marine anywhere near lategame, as a Marine with a3 takes an average of 5 swipes to kill.
In CS both teams have these hitbox damage zones and they work very well for CS. In NS2, with melee vs ranged combat it would add unfairness and randomness into the combat factor (attacking and retreating), its a completely different set of rules of engagement compared to other games. NS is a prime example of why it works so well in its current iteration, NS2 is using that system because it worked so well in NS. Besides the Fade is already an Hit and Run unit due to damage output/absorption of the marines. Adding armour to his back doesn't change his playstyle, it only makes an already hard to kill unit even harder to kill.
For example, I'm not entirely happy with the Fade's damage output or Armories undoing his damage output as well by repairing armour. There is where something could be done, while keeping it withing the realm of NS gameplay. However those two things are also prone to making the Fade extremely powerful if too much damage output or absorption is added to the Fade, when in the hands of a very good player.
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The Gorge also had a armour never implemented upgrade when crouching, basically not moving and damage absorption from the front. Also rejected due to mobility. Bellyslide makes much more sense and is also loads of fun. Best game feature ever in the entire video game history imho :P
It's also a silly card to pull saying that NS2 is adhering to what worked in NS1, because it certainly isn't.
Those aside, simple directional hitboxes would not be as "random" to utilize as headshot hitboxes like you seem to imply. It becomes a tactical choice rather than a random modifier when you have to think about which side to aim from, and take opportunities to get in sweet shots when you can, because at that point it's knowing when to shoot rather than being able to have high twitch aim. There's nothing random about a Fade getting shot in the face with a shotgun needing to die, just like there's nothing random about the knowledge that a fleeing Fade is going to be tough to take down (and with the current state of shotguns and JPs in pubs at the moment, this is increasingly rarely becoming the case).
Sure, UW could spend a few years tweaking the netcode's prediction and reliability, but that's going to be damned hard to balance. Every change to the netcode could have huge ramifications. Just look at the newest update- a simple fix to the way skulk movement appears to other players made the lifeform much harder to play.