A Change To Skulks Starting Weapons.
NightCrawlerz
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.
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
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.
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.
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.
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
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.
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.-
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.
Marines wouldn't ever win. EVER.
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.
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-->
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.
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.
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.
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.