Healspraying Fades And Onos

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Comments

  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    this reminds me of a game long ago....
    aliens were down to one hive about 5 of us were gorges and someone goes onos...
    one onos is being followed by 5 gorges heal spraying it......
    then the server crashes....
    all the memories.....
    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    That's an interesting tactic that should be tried in a vent. Particularly a vent facing the hive. You'd probably need rear support, of course.

    As for healing hp AND armor simultaneously with heal-spray, the biggest effect would be on the Onos, not the skulk.

    I still think something around 13hp+3% is a good solution, though.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    edited March 2004
    I hate to say it, but I'm with Forlorn on this one as it would have more of an effect on gameplay. The statistical numbers do not do it justice really, currently a healsprayed skulk is a very hard target, what with all the confusion inherent in two targets, the heal sprite, muzzle flash, etc...

    Even a good shot misses a few, and the ones that do get by are lessened in impact by constant healing. By increasing the number of bullets a skulk can take in such an instance, the concievable difference would be tremendous. Like Lorn said, if you healed a carapaced skulk 4 times in the course of a battle, you have essentially got a fully healed skulk for the price of what should have been a dead one (4x3=12, bout how much takes to kill), and the only reason you would really get those hits in would be due to distance. With the distance closed and a gorge whose heal spray eats the rines health and armor, and heals the skulk, not to mention the skulk itself, you have a problem on your hands.

    Edit: Long live the early joiner's of NS forum! 3k and below account for the core begining of the forums.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    The guy in front can do his best to remain between the skulk and the welder. Usually that won't be terribly hard, as a Skulk will tend to go for the closest target, as that maximizes his chance of getting there before dying. Of course, the smaller the area, the easier...it doesn't work too well in large open rooms, it isn't that hard to do in narrow corridors, and its actually hard to avoid it in vents (as suggested by PseudoKnight).

    For the gorge issue...I would remind you that you can already have Gorges following Skulks around, and they already heal them at fairly substantial rates that nearly negate the scattered hits of 1 low accuracy Marine. However, 2 Marines together with decent accuracy (wow, 2 players vs 2 players being more even than 2 vs 1, who would have thought?), or 1 Marine that can score a 1/2 second of direct hits will still waste that Skulk, quite possibly entirely between one Healspray fire and the next. The armor idea would increase the healing rate by about 50% which would have very little effect on either of those situations, since the Gorge will almost never get off more than ONE healspray between the time the skulk starts getting hit and the time it dies. Thats the difference between an 11-bullet skulk and a 12-bullet skulk, being shot by 2 people firing 16 rounds per second.

    Ok, I will concede it will make Gorge/Skulk teams more deadly...but not by a terribly wide margin, and they aren't that tough to kill to begin with. The only real worry I have is with mass gorge rushes, where increasing the Gorge healing rate by 50% might have more substantial consequences.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Cxwf+Mar 4 2004, 03:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Mar 4 2004, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, I will concede it will make Gorge/Skulk teams more deadly...but not by a terribly wide margin, and they aren't that tough to kill to begin with. The only real worry I have is with mass gorge rushes, where increasing the Gorge healing rate by 50% might have more substantial consequences. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Even if gorges were back at 60 armor, they would still be easy as pai to kill
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Mass gorge rushes could stand to be beefed a hair, they're not all that powerful now... shotties and turrets and mines counter them very well.
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    edited March 2004
    Or better yet don't compare welding to healing. A welder can switch guns whenever he wants, he could have a hmg/shotgun/lmg. And unless a gorge has hive three, he has the ever slow Spit and heal. All marines have to do is concentrate on a single monster at a time. Which is hard for some unless theres a shotgun involved. Not to mention the waste of res trying to healspray the rine base to death.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    So we seem to be more or less agreed then...having Gorges heal 8/8 instead of 16 would have an insignificant effect on Skulks and Gorges, but allow Gorges to be of at least some use in healing Fades and Oni in the field. So why don't we try it?
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