Lets make the Rifle Bash/Switch Axe more practical?
umdum9
London ON. Join Date: 2015-01-24 Member: 201013Members
Buffs for the Rifle Bash:
-Bashing should push the enemy back a little
-Bashing should disable attacks for 1-2 seconds (Won't work on Onos)
-Bashing does 5 more damage
-Range required for a bash to hit a life form is increased by a few inches (Or the equivalent to a few inches in the map maker)
Buffs for the Switch Axe:
-Successful hit causes bleed damage for 6 seconds (Takes 11 health/second?)
-Range required for a Axe swipe to hit a life form is increased by a few inches
-Deploy speed increased
What do you think? I just thought of these because in my 370 hours of game play I have only every deployed a Switch Axe and kill a skulk with it about 3 times. The only time I used a Rifle Bash to effectively kill a enemy faster is a single time.
EDIT:
Buffs for the Rifle Bash:
-Range required for a bash to hit a life form is increased
Buffs for the Switch Axe:
-Range required for a swipe to hit a life form is increased
From the comments it appears the range is a bit of a problem, and I agree.
-Bashing should push the enemy back a little
-Bashing should disable attacks for 1-2 seconds (Won't work on Onos)
-Bashing does 5 more damage
-Range required for a bash to hit a life form is increased by a few inches (Or the equivalent to a few inches in the map maker)
Buffs for the Switch Axe:
-Successful hit causes bleed damage for 6 seconds (Takes 11 health/second?)
-Range required for a Axe swipe to hit a life form is increased by a few inches
-Deploy speed increased
What do you think? I just thought of these because in my 370 hours of game play I have only every deployed a Switch Axe and kill a skulk with it about 3 times. The only time I used a Rifle Bash to effectively kill a enemy faster is a single time.
EDIT:
Buffs for the Rifle Bash:
-Range required for a bash to hit a life form is increased
Buffs for the Switch Axe:
-Range required for a swipe to hit a life form is increased
From the comments it appears the range is a bit of a problem, and I agree.
Comments
On the subject of DOT's, I see the "omg I got killed around the corner" expand to "omg stupid TF2 pyro killed me with afterburn" rage++
Sidenote, I've killed 13 Skulks with riflebash (I think ~4 with this stun effect idea, when it was implemented), 2 Gorges, 1 Lerk in flight and axed two Oni! Fade is OP
Honestly, I don't think melees need a buff. We have seen a few times where marines win a ridiculous melee battle. Those situations should be rare imo, otherwise you sort of tarnish the moment.
I've seen some NS1 frag videos, in that game it seemed to be quite common to use the knife. I like the NS2 approach better.
So while I like the ideas you have, I don't believe they will work.
If you arent using your axe just try to more if you think its so much of an issue. Axe cysts and harvesters to save your ammo. Early game where you do 80damage or so to a skulk when it comes for a bite, rifle bash it.
In my NS2:Evolved mod I have toyed with a self knockback on the rifle bash (feels like rocket jump). But it is balanced around Skulks having a lot more health and "bunny hop".
http://steamcommunity.com/sharedfiles/filedetails/?id=571285661