How Do You Feel About Knockback In NS V2.01?

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Comments

  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    man in nothing marine start i got hit by gore from 2 onos 7 times and still had 100 hp because the ceiling wasnt so high i mean thats 7 shots i shouldve been dead by 2, i ended up killing one but then got knockedbac, but i went foward <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> and landed into the middle of 2 onos which then stomped me and gored me to death but what i dont understand is why is there no knockback when a onos stomps you? but there is when he doesnt. makes no sense <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Knockback should be completely removed simply because it is almost never a beneficial effect for the alien. Being knocked all the way across the room when a skulk bites you(and otherwise would have finished you) is a godsend as a marine. It doesn't make any sense in my mind that a skulk who successfully closed the distance and got a bite off should unintentionally move the marine further away again and get shot down because of it. I just really don't see any positive effects of knockback.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Zek+Oct 23 2003, 05:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Oct 23 2003, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Knockback should be completely removed simply because it is almost never a beneficial effect for the alien. Being knocked all the way across the room when a skulk bites you(and otherwise would have finished you) is a godsend as a marine. It doesn't make any sense in my mind that a skulk who successfully closed the distance and got a bite off should unintentionally move the marine further away again and get shot down because of it. I just really don't see any positive effects of knockback. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Somone carve that in stone please. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    Knockback is very annoying as a skulk, and a fade.

    Knockback is just so unrealistic, when I fly though the air from an onos gore, I feel like I'm playing tfc.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I think if a gorge was able to do knock back with bile bomb, that would be of use. Particularly when a cocky marine comes along with his knife. Being able to "push" him away (even if you don't damage him) would really be nice. Because nothing is more annoying than being knifed.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Skulk knockback is particularly bad because you are normally looking up towards the marine's body as you bite, angle the knockback at a good 30º angle and sending them flying for miles.

    The rest I haven't noticed/don't mind.... But for skulks it's a nightmare... And I'd rather see everybody lose knockback than to see the skulks continuing to have to put up with it.
  • samussamus Join Date: 2003-06-04 Member: 17005Members
    <!--QuoteBegin--Daxx22+Oct 23 2003, 01:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Oct 23 2003, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Keep it only for the Onos Gore. Funny to see marines fly across the room when an Onos rampages <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree, the skulk knockback isn't that great.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Gore, mines, xeno should all have knockback. Anything smaller is really just an annoyance - trying to kill an enemy in CC when he's bouncing around from your hits is just an exercise in annoyance. IMHO especially when you've played a lot of games where strafing with CC weapons is a major skill.

    Gore on Onos - great because its what you expect, and its the only CC ability that really deserves to knock people about. Possibly Charge too. I see the onos as something that runs into a base scattering marines everywhere, crushing everything until it leaves.

    Mines - explosive, worth a bit of knockback.

    Xenocide - again explosive, so I'd expect some knockback and this is sometimes vital when rushing marine spawn in endgame.

    Anything else - no knockback. Its an effort to get close and hit the enemy with CC weapons, let alone knock them back with YOUR attack.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I would keep it for xenocide (you get blown away from an explosion... makes sense to me) and for the onos gore. I would also consider adding it for the bilebomb.

    Skulks have a hard enough time dealing with hopping marines everywhere, and fades don't exactly have an easy time going up against shotgunners... suddenly having them several feet away and still aimed at you is a ****. I'd get rid of it for both species.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    YEah. If it can be kept to the higher evolutions (I.E. Onos, Fade, Skulk Xenocide), it's damn cool. Being knocked around by a skulk however....<i>is not.</i>
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I voted to remove knockback only because there was no choice on the poll that said "remove only skulk bite knockback". Most of the people here seem to agree that skulk bite knockback should be removed, but some of them voted to keep it because they like onos gorg knockback, while others voted to remove knockback because they wanted skulk bite knockback to go.

    As for the people that think it should be added to bile bomb...please, think about that. The gorge is not a fighter, he is a support unit. Bile bomb is a mini alien siege cannon. Figher aliens (fades/skulks/oni) work together protect the gorge while it kills bases with indirect fire. Adding armor damage or push effect to bile bomb would meen the gorge wouldn't need as much protection, which would meen the alien team wouldn't need to work together as much. NS is a team game, any thing that encourages teamwork is good. Why do you think hev armor became a lot more powerful in 2.0 while the jetpacks got nerfed? Hev armor requires teamwork, jetpackers encourage ramboing.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    leave knockback for gore and explosives but make marines take damage from smacking into the walls and ceilings and not just the floor, and stun players when they take damage by making their view pushed to the side somehow so they can't aim so well and don't do what stupid games do by adding extra randomization to bullet direction.
  • JPPJPP Join Date: 2003-09-26 Member: 21221Members
    realism? seriously, your fighting aliens in outer space o_O
    I think the knockback should stay, it gives the marine a chance at close range. the rof of bitegun is so fast, without knockback the marine may as well have no health or no armour cos hes gonna do so quickly anyway.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--QuoteBegin--_JP_+Oct 23 2003, 04:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_JP_ @ Oct 23 2003, 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> realism? seriously, your fighting aliens in outer space o_O <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, realism may not be the aim of NS, however, things have to <i>make sense</i>, at least.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I cant stand knockback :-/
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--CheesyPeteza+Oct 22 2003, 11:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Oct 22 2003, 11:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Knockback makes the game very difficult to play for high pingers. This is because you're shooting someone, but then the server sends you information saying no actually you just got bitten and knocked over here. So you get moved to the new location and realise all the shots you just made were off target and into a wall, not a skulk.

    Remove it for these reasons. We'd all like cable/adsl, but you just can't get it in lots of areas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Um.....wth? This never happened to me, and my average ping used to be 500. Uhuh.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Skulk bite ROF is ridiculously high. If I didn't shove them around when I bit them, how would they have any chance at all? I suppose I wouldn't be against it if it was removed, but don't remove it completely. Xeno knockback makes plenty of sense, and as a third hive ability, it should be S00P4R-L337 anyway. Gore knockback makes perfect sense too, since that big nasty horn is pulling upward and lifting. Fix the bugs with gore so you don't get tossed around with zero damage, but definately don't get rid of the gore knockback. That thing is a massive rhino alien thing, how is it not going to fling a light armor marine around across the room? Knockback for HA should be reduced of course, that makes sense. What sends a LA LMG across a room should bumb a HA into the air a little, but only a few feet back.

    Make knockback for Charge massive. Onos charge should fling marines into walls all over the place. As it is, it's ridiculously energy-ineffecient for killing structures and marines. If you made the attack a corridor-clearer, it might have more use. Especially if you follow up on the idea that knockback should have a slight stun-effect.

    Removing knockback entirely = Stupid
    Leaving knockback as a buggy tool for marines to exploit in close combat = Stupid

    You'll figure it out Flay. GL.
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