Suggesting A Slight Beefing Of Xeno

Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
I was reading another tread and they were discussing lerk wepons and some how evoved into a discusion about xeno, in an effort to keep that tread on topic, discuss ideas for improving xeno here...


Problem:
Balancing xeno is hard to balance the same way the gl is... I think that because of its low damage, and the frequency it can be used, it is not effective.

Suggestion:
When a skulk dies from xeno thier should be some sort of a bonus for thier spawn times, it would help cordinating attacks on HA trains, when aliens are attempting to defend thier hives. Perhaps a static wait and a time based on people a formula such as: <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->2-4s + 1s (times number of people in spawn line)=spawn time. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->*This is obviously subject to chage* That way you could accually wear down HA trains. Its always bothered me that it has been nerfed and basically doesnt preform its original function.

Cons:
-Could be spamed
-could be too good if used by the whole team
-could also affect combat

Suggestions? flames?

Comments

  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    HA trains aren't designed to be annihilated by hive 1 lifeforms. Xenocide is merely there to weaken the enemy before a higher lifeform comes along.

    What people don't understand about this game is the team side. They complain about their skulk not blasting five marines to oblivion, when they didn't pay a thing for the skulk, why should they blast away five? You rarely see someone going lerk purely to help out the other aliens in a classic game, and they only do it in combat to gain some extra experience, still no one understands that NS is designed for a team-effort victory.

    Solo skulks do NOT take out 150 resources worth of Heavies/HMG/Welders.

    Xenocide is fine as it is, if you want something more powerful, evolve to a higher lifeform. Increasing xenocide's power will just unbalance the game when the aliens use teamwork.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    I dont mean make them take them out. But at this rate it is ususell you clog up the spawning more then anything. And its a level 1 alien with 3 hives. The huge delay between click and exposion is plenty for an HA train to shoot it down.

    I agree that you didnt directly pay anything the way the HA did. But the team has invested resources in the hives.
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    Yes, the aliens invested resources in the hives, so make use of teamwork, get three skulks to xenocide simmultaneously and have an onos/fade +lerk with umbra rush in afterwards. Possibly even a healing spray/webbing gorge. It's called teamwork, and Xenocide is fine with it.
  • EntropiuaEntropiua Join Date: 2003-04-21 Member: 15736Members
    At 3 hives you should have sensory.

    Get scent of fear, know where marines are, activate xeno, THEN leap out at them.
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    Excellent idea, or get a gorge to build a sensory nearby and sneak around. It's easy when your team works together, and if they don't, MAKE THEM.

    Of course, the method used would have to be non-abusive or they'd just end up ignoring you. Just explain what to do, why they have to do it, assign jobs and tell them the benefits. More then likely you'll get enough aliens paying attention to do it properly.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Xeno and Web are the strongest hive 3 abilities, we should be focusing on the other three first... I wish I was exaggerating when I said that every single hive 3 ability has been nerfed. Personally I think Xeno should have its blast damage back, but other than that it's fine.
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    what do you mean by blast damage? It does enough damage as it is to marines and structures.
  • lochnesslochness Join Date: 2002-12-13 Member: 10753Members
    blast dmg = double damage vs. stuctures
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    oh okay, forgot about that. I think it does enough damage to structures atm tho, blast damage would overpower it and take less then ten skulks to blast a marine base apart.
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    It is perfectly fine in classic NS. However, it seems to not be worth it in CO once you reach above lvl 5. It's not very cost effective when compared to the spawn time. Also, while you may enable your teamates to kill that HA train in CO, you get none of the exp. I would like to see a little tweakage, but it is not too pressing IMO.

    However, to play a little devils advocate. It may be balanced by the fact that you can get leap+xeno very quickly (lvl 3), before rine armor and high end weapons come into play. Cloaking, silence, SoF, etc. can help you keep up as rines get more advanced.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Sorry, but Xeno is fine, even in combat...

    I play as a ninja skulk most of the time in combat, and thus I use Xeno a lot...having 2-3 skulks xenoing a HA train in a short succession gives all the other players a HUGE advantage in taking the severely weakened train out with ease...

    Xeno is great against any marine, whether vanilla or HA...cleaning out 4-5 vanilla rines with a single xeno blast can sometimes even guarantee victory...

    Try making a xeno-leap-bite or simply a xeno- bite (with focus) attack against a HA...it's not easy but chances are quite high that you'll take that HA out and you'll most certainly render him armourless...

    So no...it's not a weak hive 3 ability for a skulk whatsoever...it's pretty much perfect...
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Xeno definately needs blast damage back. It is surprisingly difficult to coordinate even 3 skulks going off at the same time, and even with Blast damage in I almost never saw Xeno do any real damage to marine bases...just kept them busy welding until a pack of Onos came in to finish things off. Even with Blast damage, you need to get 4 skulks to all detonate within range of the same building to even kill a turret, and its not nearly as easy as you think to hit large numbers of buildings at once, as buildings block the line-of-fire of Xeno.

    By the way...Xeno + Focus Bite = 350 damage, Lvl0 HA takes 500 damage to kill. How are chances high that you will kill that HA? I'm assuming you're talking combat, which means always at least Lvl2 HA, 620 damage. That won't even be stripped of armor...after a Xeno + Focus Bite, he'll have about 85 HP and 100 armor left.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    As he said, it doesn't generally kill them, it cripples their armor and makes it much easier for bigger aliens to follow up and take them out.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    With scent of fear , you should be able to time your xenociding no problem. Use leap to kill light amor rines as a xenoskulk missile , or switch to bite right after xenociding to increase your chances of killing an HA (2-3 bites before blowing up)
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Dunno, I still think it's rather weak. I wouldn't mind seeing just a 20 damage boost to the base damage; or perhaps change the radius so that it damages enemies farther away. Even though a 0-res creature shouldn't pwn 50-res soldiers, 0-res marines shouldn't pwn 0-res xenoers as much as they do.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I think xenocide is pretty much fine the way it is. If it was going to take a boost in damage the only reason I could give would be because it's weak against higher level marines. Sure it kills 0-1 armor light marines pretty easily, but the fact remains that they probably won't be that low upgrade-wise by the time the 3rd hive rolls around. Being the skulks final ability I just feel it should be stronger.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    edited February 2004
    How about this: <b>the xeno blast goes through structures</b>. The structures themselves will still be damaged.

    No longer can the marine duck behind a structure to escape xenocide. No longer can jetpackers evade xenocide at the hive. No longer can structures shield other structures from xenocide.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Xeno is plenty strong as it is, I have seen 1 skulk more or less single handedly win a game of combat with 1 xenocide, and I have seen more than one team of heavy armor broken up by xenorushing.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I would like to see blast damage again, which of course is used for cleaning out turtles when rines should be done anyways. I'd kinda like to see it instakill one more level of light armor. I know it kills lvl0 I think someone said lvl1 too, if thats the case then I'd like to see it kill lvl2 LA as well.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Yes it insta-kills level 0 and 1 armor light marines.

    It used to kill level 2 also but in 3.0 the armor system is changed.

    I still say it is strong enough, keep in mind that a skulk is a free unit, and just because xeno doesn't kill everything in one hit doesn't mean its not having a significant affect.

    In my opinion, xeno isn't supposed to be a game ender, it is just supposed to give skulks something to do against upgraded marines when bite is just not worth it.

    Aliens should still need alot of fades and onos and lerks to finish the game.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I still say it is strong enough, keep in mind that a skulk is a free unit, and just because xeno doesn't kill everything in one hit doesn't mean its not having a significant affect.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The trouble is, Xenocide is a rather inefficient attack. By the time it comes out, marines are almost certain to have the requisite armor to survive the attack. The frequency with which you can xenocide is low, since it relegates you to the respawn line. That gives marines a chance to weld up and get some health back, making your attack all for nothing.

    Multiple xeno attacks are less effective because the first one throws everybody everywhere.

    I think that it should be able to defeat level 2 LA in one blast.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    <!--QuoteBegin-The Finch+Feb 19 2004, 03:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Finch @ Feb 19 2004, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The trouble is, Xenocide is a rather inefficient attack. By the time it comes out, marines are almost certain to have the requisite armor to survive the attack. The frequency with which you can xenocide is low, since it relegates you to the respawn line. That gives marines a chance to weld up and get some health back, making your attack all for nothing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is why a couple of skulks xenorush, then higher lifeforms follow right behind the blast.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-FSHP.Bahamut+Feb 13 2004, 10:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FSHP.Bahamut @ Feb 13 2004, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What people don't understand about this game is the team side. They complain about their skulk not blasting five marines to oblivion, when they didn't pay a thing for the skulk, why should they blast away five? You rarely see someone going lerk purely to help out the other aliens in a classic game, and they only do it in combat to gain some extra experience, still no one understands that NS is designed for a team-effort victory.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nailed 8 marines at once before. Ahh, what a glorious moment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Lee_HarveyLee_Harvey Join Date: 2002-12-23 Member: 11448Members
    Dang, my highest was 7. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But anyway, I think xeno fulfills its purpose in the more team-oriented NS, while in the more-or-less personal Combat it becomes useless after about level 6, which mean you just wasted 1/3 of your levels (well, only 1 level is you're good with leap/bite).

    I'd say that the idea of having the blast be like CS nades (goes through buildings and players) would be a good way to beef it up. I have found that in Combat I will frequently be just on the other side of another player from the skulk and will be unaffected by Xenocide
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited February 2004
    Heh... personally I'd like to see a build where xenocide didn't actually kill the skulk... with damage tweaked to compensate... but that's just me.

    Edit-
    Then you might see someone xeno-ing when they see a marine (using a lot of their energy) and then proceed to attack as normal for bites, without the fear of disappearing into a long spawn queue without actually doing anything.

    How you'd explain it in story terms though... god knows... think it would do some good in gameplay terms though.
  • salorsalor Join Date: 2004-02-21 Member: 26771Members
    <!--QuoteBegin-The Finch+Feb 19 2004, 03:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Finch @ Feb 19 2004, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The frequency with which you can xenocide is low, since it relegates you to the respawn line. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why do people keep using this argument when discussing xeno(and other hive 3 atacks)...that you end up <b>CLOGGING the spawn queue</b>?

    These are hive 3 atacks! meaning...at this point in the game, you have <b>3 hives</b>, doh! spawning time is never a problem when u have all 3 hives(i.e 3x spawning rate), unless you play on a 64 player server!
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