A Change To Skulks Starting Weapons.

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">Bite and Leap</div> I wonder what it woudl be like we gave skulks leap and bite as their first 2 skills.

I would like the weapons to go

bite leap paracite xenoside.

As a result paracite would have its damage incresed by giving it a damage over time 10 initial damage with 5 damage every second for 3 seconds. total damage being 25. And paracite infromation would be changed

Blue- enemy heavy armor.
red - enemy light armor.
purple- enemy building.
flashing red -Light armor enemy under 50 hp.
Flashing blue - Heavy armor enemy under 50 hp.

OMG this would be frikin amazing i can really see how this would help skulks because if you paracite the team then you could use skulks as more of a Reaper class because you would be able to see who in the pack you would need to 1 hit to kill.

skulks could be the more offencive vulture class of the aleins.

You know what just improve paracite like i listed above and you can forget about moving leap around because the new paracite would be freaking amazing.

Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    If skulks were given leap as a hive 1 skill...that would be severely imbalanced.

    They're fine when they can close the gap without taking damage, but introducing them to hive 1 versus vanilla marines...

    That's just freaking stupid.

    Just give the skulk a little armor and/or speed boost and we'll have a much more competitive early game.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    I'd have to agree with Rapier on this one... though I'm all about those suggestions for parasite regardless.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    No parasiting is important for early game alien recon. And leap as a 1st hive ability is simply overpowered.
  • PromoCLPromoCL Join Date: 2004-03-31 Member: 27620Members
    I dont know about everyone else, but I'm very good at leap biting, and using leap in combat to jump behind rines and get em while they spin. Giving leap to first hive would just toast the marines, because people who are good at using leap in combat would destroy vanilla marines.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    So nerf leap then?! Why do you consider such changes while bumping the lesser ability to higher levels, without considering that the higher abilities will be nerfed?

    Personally I think the idea is good. It'll not only give you a reason to get sensory first, because SoF will be a viable thing to choose if not cloaking (combined with the other guys "5 hp regen" idea this is great for helping to break DMS without consideration for unlocking the chambers), but it'll mean and end to boring games for skulks because almost all marines are competant now and even on their own can tackle two out of three skulks without taking and damage from the two he kills.
  • PromoCLPromoCL Join Date: 2004-03-31 Member: 27620Members
    Maybe youve just been playing with godlike marines or with very poor skulks, because on a pub server its not uncommon to have one skulk ambush a bunch of marines building or knifing something and slaughter the bunch of them. And one marine taking out 2 competant skulks is very rare.

    Leap is fine the way it is, its a way to get around the map easier, and close distance faster. Also making parasite doing more damage would over power it, because its free, its got unlimited ammo, its a hit-scan perfect-accuracy weapon, and 5 skulks could just mob parasite marine rushes to death. Also its useful for early game recon to keep the marines under wraps.
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    <!--QuoteBegin-Prometheus.dar10+Sep 12 2004, 11:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Prometheus.dar10 @ Sep 12 2004, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe youve just been playing with godlike marines or with very poor skulks, because on a pub server its not uncommon to have one skulk ambush a bunch of marines building or knifing something and slaughter the bunch of them. And one marine taking out 2 competant skulks is very rare.

    Leap is fine the way it is, its a way to get around the map easier, and close distance faster. Also making parasite doing more damage would over power it, because its free, its got unlimited ammo, its a hit-scan perfect-accuracy weapon, and 5 skulks could just mob parasite marine rushes to death. Also its useful for early game recon to keep the marines under wraps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    maybe youve just been playing with very poor marines, because one marine NOT taking out 2 competant skulks is rare
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Agreed. Unless you walk in to an ambush, you should be able to handle 3 skulks and only need a med after, depends on the corridor length a little though.

    Prometheus, you seemed to miss the point. The guy was saying that parasite should be bumped up a notch because he wanted to swap it with leap, hence needing to give it more worth for being a two hive ability. Leap being a one hive ability would require it to be nerfed a little, no doubt, in return.

    If leap ended up being a little less powerful, ie you didn't jump so far with a leap, and didn't make any damage with a leap, then it'd be great. That one vs one situation at the very start of the game should see skulks RIGHTFULLY take back the advantage.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Give the Skulk 5 more starting armor. Takes another bullet to kill, and Weapons1 actually -does- something.

    I couldn't see giving the Skulk a speed boost. It's an ambusher. Lie in wait or come from behind, use walls and ceilings to your advantage. Marines will have a much harder time shooting you down if you speed around that corner on the -ceiling- and continually bounce from the floor to one wall or another, still maintaining the same speed.

    A total speed boost would just make those haxxoriffic bunnyhoppers even more overpowered. Don't give me any crap about how bunnyhopping is a legitimate practice. It's a flaw in the game code and cannot easily be corrected, you're -exploiting.-
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    To use walls and ceilings more the code would have to be improved. I don't want to be looking at the ceiling or wall to make sure I stick to it if I'm going to use them to add an extra dimension to avoiding marine fire...

    which ultimately I shouldn't be able to against any marine worth his salt!

    Skulks are meant to be hide and ambush...fair enough...but that's no good when most of the time they are playing they need to be forcing marines back or going on the offensive completely against camping marines and the (siege/pg) base builders they are protecting.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    LOL NO!

    Marines wouldn't ever win. EVER.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    I find that sort of comment ignorant. Why wouldn't they ever win? Are you doing like so many others and imaginging a 3b5 leap in a first hive slot? Don't you realise that it WOULDN'T be a leap like we know it now if it got put to a one hive ability, so how can you even begin to start saying "marines would always lose"
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-RiotingNerd+Sep 12 2004, 06:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RiotingNerd @ Sep 12 2004, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Prometheus.dar10+Sep 12 2004, 11:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Prometheus.dar10 @ Sep 12 2004, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe youve just been playing with godlike marines or with very poor skulks, because on a pub server its not uncommon to have one skulk ambush a bunch of marines building or knifing something and slaughter the bunch of them. And one marine taking out 2 competant skulks is very rare.

    Leap is fine the way it is, its a way to get around the map easier, and close distance faster. Also making parasite doing more damage would over power it, because its free, its got unlimited ammo, its a hit-scan perfect-accuracy weapon, and 5 skulks could just mob parasite marine rushes to death. Also its useful for early game recon to keep the marines under wraps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    maybe youve just been playing with very poor marines, because one marine NOT taking out 2 competant skulks is rare <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A marine taking out two competetant LEAPING skulks? Please.



    Anyhow, this idea is a bad one.
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    seconded on the 'bad idea' part.

    please don't nerf one of my favourite moves in NS...please... i promise i will be a nice guy until christmas...oh well maybe until next week. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    It would be nice to have the different color parasites and stuff, but switching leap/para is a real bad idea... aliens would own way way too hard.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    edited September 2004
    <!--QuoteBegin-Forlorn+Sep 13 2004, 05:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 13 2004, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A marine taking out two competetant LEAPING skulks?  Please.



    Anyhow, this idea is a bad one. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Um, why should a marine ever be able to take out two skulks at the start of a game?

    EDIT: Any of you people saying it's a bad idea care to give reasons why it's a bad idea, and why you believe that such a change would own too hard? Oh...remember, you're not allowed to say leap is too powerful to be a hive 1 ability, as no dev in his right mind would ever use current leap in hive 1 should it get changed around.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    edited September 2004
    <!--QuoteBegin-niaccurshi+Sep 13 2004, 12:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niaccurshi @ Sep 13 2004, 12:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh...remember, you're not allowed to say leap is too powerful to be a hive 1 ability, as no dev in his right mind would ever use current leap in hive 1 should it get changed around. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why not? It's true. IF you nerf leap to include it as a hive one skill (it would have to be nerfed almost completely IMO) then people would **** about not being able to kill things as a 2 hive skulk with underpowered leap.

    And saving parasite for hive 2 does not mean SC becomes a viable first chamber. No one would prefer SOF to regeneration, the case can really only be made for focus.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    <!--QuoteBegin-niaccurshi+Sep 13 2004, 01:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niaccurshi @ Sep 13 2004, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Sep 13 2004, 05:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 13 2004, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A marine taking out two competetant LEAPING skulks?  Please.



    Anyhow, this idea is a bad one. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Um, why should a marine ever be able to take out two skulks at the start of a game?

    EDIT: Any of you people saying it's a bad idea care to give reasons why it's a bad idea, and why you believe that such a change would own too hard? Oh...remember, you're not allowed to say leap is too powerful to be a hive 1 ability, as no dev in his right mind would ever use current leap in hive 1 should it get changed around. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You make no sense.

    First off, a marine will own two skulks in the opening minute right now. If leap was switched with parasite, that marine will definitely get killed.

    And there is no way to nerf leap without lowering the distance it throws you, which makes it useless.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    How do you know that it'll swing that way? I just don't understand where you guys can predict the future from!

    Not that I'd mind if it did swing that way, two skulks should be able to kill a marine at the start of the game. One skulks should have the edge on a marine, one on one, at the start of the game, it'd mean marines go back to never ramboing.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <a href='http://www.unknownworlds.com/forums/index.php?showforum=5' target='_blank'>http://www.unknownworlds.com/forums/in...php?showforum=5</a>
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