<!--QuoteBegin-eaglescoutia+Aug 22 2004, 10:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglescoutia @ Aug 22 2004, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-SmoodCroozn+Aug 21 2004, 06:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Aug 21 2004, 06:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-T. Ali+Aug 21 2004, 01:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (T. Ali @ Aug 21 2004, 01:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Having acid rocket damage structures more might be a good thing, since <span style='color:red'><span style='font-size:14pt;line-height:100%'>the current primary use of acid rocket is to wear down bases</span></span> full of turtling marines, and it would be nice if they could do that on a shorter timetable. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. Acid Rocket is the answer for taking down turtles... Sometimes the other aliens just can't get in there, but thats where the AR comes in. AR should do more damage against the armor of marines, and more damage to structures... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> AR doesn't need to be beefed up because everyone wants to rambo with fade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> everyone goes rambo becuse acid rocket is useless
<!--QuoteBegin-eaglescoutia+Aug 22 2004, 10:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglescoutia @ Aug 22 2004, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> AR doesn't need to be beefed up because everyone wants to rambo with fade. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Rambo? How would extra structure damage make the fade any more "ramboish" then it ALREADY IS.
How about a reason for AR to NOT get extra structure damage.
<!--QuoteBegin-Hybridclaw+Aug 22 2004, 10:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hybridclaw @ Aug 22 2004, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eaglescoutia+Aug 22 2004, 10:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglescoutia @ Aug 22 2004, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-SmoodCroozn+Aug 21 2004, 06:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Aug 21 2004, 06:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-T. Ali+Aug 21 2004, 01:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (T. Ali @ Aug 21 2004, 01:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Having acid rocket damage structures more might be a good thing, since <span style='color:red'><span style='font-size:14pt;line-height:100%'>the current primary use of acid rocket is to wear down bases</span></span> full of turtling marines, and it would be nice if they could do that on a shorter timetable. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. Acid Rocket is the answer for taking down turtles... Sometimes the other aliens just can't get in there, but thats where the AR comes in. AR should do more damage against the armor of marines, and more damage to structures... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> AR doesn't need to be beefed up because everyone wants to rambo with fade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> everyone goes rambo becuse acid rocket is useless <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I don't understand the concept of rambo with the fade. If you mean fades are supposed to go by themselves that's very true. Few aliens can match the speed that fades can go at.
People, you have to realize that Acid Rocket is not just a faster spit with splash, it also depends on WHO is wielding it. A gorge won't last spitting in a base then running back out. A fade HOWEVER, can shoot a few rockets in base and get out quickly. Weapons are not just powerful on their own, it also depends how long the life form can last with it and if that life form has the abilities to get the most out of the weapon than another life form. It doesn't need serious buffing. The reason it's so weak is because it's the only alien weapon that does damage to all marine units from ranged distances from a alien that can face marines longer than a gorge. Spores don't damage buildings or heavies, bile does not hit marines... Acid Rocket has the properties of being a versatile weapon. You have to look at all angles of the situation, not just how much damage a weapon does.
Charge again needs some indicators that you are doing massive damage. Right now it feels your just nudging something... Not like a car wreck where things shake, shatter, etc.
<!--QuoteBegin-SmoodCroozn+Aug 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Aug 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People, you have to realize that Acid Rocket is not just a faster spit with splash, it also depends on WHO is wielding it. A gorge won't last spitting in a base then running back out. A fade HOWEVER, can shoot a few rockets in base and get out quickly. Weapons are not just powerful on their own, it also depends how long the life form can last with it and if that life form has the abilities to get the most out of the weapon than another life form. It doesn't need serious buffing. The reason it's so weak is because it's the only alien weapon that does damage to all marine units from ranged distances from a alien that can face marines longer than a gorge. Spores don't damage buildings or heavies, bile does not hit marines... Acid Rocket has the properties of being a versatile weapon. You have to look at all angles of the situation, not just how much damage a weapon does. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So you think Third hive abilities shouldn't have a base breaking theme to them at all?
For those who didn't know. AR HAS A COUNTER! It's called bullets, yes bullets. Just try shooting a group of marines with AR when they are shooting back, you'll see that your AR's won't get far.
And the little thing, 1.04 AR vs modern AR. Quess same goes for spikes. Point 1) Marines MUST have all the ranged weapons in the game. Point 2) Aliens are ALL about melee combat. So aliens MUST NOT IN ANY CIRCUMSTANCES HAVE A DECENT RANGED ATTACK because then they would TOTALLY OWN marines. Why? Because aliens have regen, aliens are a lot faster, aliens can fly and goto places a marine w/o jp can't and Fades have helluva alot more health than a single marine. Don't even try saying anything about welders, medpacks and heavys. They don't save your life against 80dmg AR or 18(?)dmg doing spikes, period. Sucks bad that aliens can't get a decent ranged attack? My answer to that, YES. Let's just give gorges bite too because spit can kill heavys. OMGFAIR?!HellNO!
Bah, in my opinion it's just right for marines to have a taste of their own medicine, even in little doses.
<!--QuoteBegin-Hybridclaw+Aug 30 2004, 09:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hybridclaw @ Aug 30 2004, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Krezalyz+Aug 30 2004, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Krezalyz @ Aug 30 2004, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 80dmg AR <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> its 25 damage...... and a med pack heals 50......... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ah, I see someone here haven't played 1.04. Oh well, see it used to do 80 dmg. 2 shots, bang, dead rine. And you know, med packs don't work instantaneously in larger amounts.. or should I say, there ain't many comms around who can drop em with hitting players 100% of the time and spamming em 1 per second.
I wouldn't argue about totally removing marine damage (but thats not the greatest idea) if Acid rocket killed buildings much MUCH faster. At hive 3 who cares about the marines... 9 times outta 10 its just a Lvl 3 armor/weapons LA/LMG guy putting as many bullets he has in his guns into you. Marines can't replace buildings like they can replace marines.
<!--QuoteBegin-Takel+Aug 22 2004, 07:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Takel @ Aug 22 2004, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right now I still see a serious problem with two hive lockdowns, even though unlocked lifeforms were supposed to help this condition... The main problem is partially due to map design, where certain locations are simply far more defensible than others especially with turret farms. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Uh. No.
The main problem is letting the marines get a 2 hive lockdown.
Acid Rocket is fine.. for a hive 2 weapon. Unfortunately, it's up at hive 3 now.
Give it blast damage. Maybe up the damage by a few points (but not much) and it'll be fine.
Or, if you wanna get funky, make it able to bounce off a wall before splatting. Go for the incredible fade bank-shot to the CC.
As the name "Acid Rocket" would imply, the projectile is mostly corrosive in nature. I say make it only damage armor and structures. Make it a high damage vs. armor for direct hits with a wide splash radius for only moderate armor damage. Increase the energy consumption drastically (so you don't just spam it incredibly fast). This would be an integral ability for fighting off HA trains in a group of 2-3 other aliens as all the armor that is nullified might allow other nearby lifeforms with adequate energy to take out a few of the HA's before they can weld up (... they did bring welders along right?).
Obviously that could get overly powerful in some situations... thus why i didn't actually cite any specific numbers to be applied to the rocket's damage or energy consumption. Basically I just feel it should do no damage to health, but wreak havok against armor and structures.
<!--QuoteBegin-AoF.Palin+Sep 1 2004, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AoF.Palin @ Sep 1 2004, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As the name "Acid Rocket" would imply, the projectile is mostly corrosive in nature. I say make it only damage armor and structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree with your whole statement I just want to emphasize a section:
This is keeping with the acid concept in that acid is a corrosive. If you remember for the movie <i>Aliens 2</i> (which is one of the listed inspirations for NS) when the marines get acid on themselves thay have to take the burning armor off fast before it gets to their skin.
Acid rockets would then make sens thay they eat away at armor first (kina like "babycrabs" in original HL) and then after eating away at that then can then start corroding flesh. Soemthign that shold make marines flinch and do a little DoT. (Damage over Time)
Comments
Thank you. Acid Rocket is the answer for taking down turtles... Sometimes the other aliens just can't get in there, but thats where the AR comes in. AR should do more damage against the armor of marines, and more damage to structures... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
AR doesn't need to be beefed up because everyone wants to rambo with fade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
everyone goes rambo becuse acid rocket is useless
Rambo? How would extra structure damage make the fade any more "ramboish" then it ALREADY IS.
How about a reason for AR to NOT get extra structure damage.
Thank you. Acid Rocket is the answer for taking down turtles... Sometimes the other aliens just can't get in there, but thats where the AR comes in. AR should do more damage against the armor of marines, and more damage to structures... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
AR doesn't need to be beefed up because everyone wants to rambo with fade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
everyone goes rambo becuse acid rocket is useless <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't understand the concept of rambo with the fade. If you mean fades are supposed to go by themselves that's very true. Few aliens can match the speed that fades can go at.
People, you have to realize that Acid Rocket is not just a faster spit with splash, it also depends on WHO is wielding it. A gorge won't last spitting in a base then running back out. A fade HOWEVER, can shoot a few rockets in base and get out quickly. Weapons are not just powerful on their own, it also depends how long the life form can last with it and if that life form has the abilities to get the most out of the weapon than another life form. It doesn't need serious buffing. The reason it's so weak is because it's the only alien weapon that does damage to all marine units from ranged distances from a alien that can face marines longer than a gorge. Spores don't damage buildings or heavies, bile does not hit marines... Acid Rocket has the properties of being a versatile weapon. You have to look at all angles of the situation, not just how much damage a weapon does.
Charge again needs some indicators that you are doing massive damage. Right now it feels your just nudging something... Not like a car wreck where things shake, shatter, etc.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So you think Third hive abilities shouldn't have a base breaking theme to them at all?
And the little thing, 1.04 AR vs modern AR. Quess same goes for spikes.
Point 1) Marines MUST have all the ranged weapons in the game.
Point 2) Aliens are ALL about melee combat.
So aliens MUST NOT IN ANY CIRCUMSTANCES HAVE A DECENT RANGED ATTACK because then they would TOTALLY OWN marines. Why?
Because aliens have regen, aliens are a lot faster, aliens can fly and goto places a marine w/o jp can't and Fades have helluva alot more health than a single marine.
Don't even try saying anything about welders, medpacks and heavys. They don't save your life against 80dmg AR or 18(?)dmg doing spikes, period.
Sucks bad that aliens can't get a decent ranged attack? My answer to that, YES.
Let's just give gorges bite too because spit can kill heavys. OMGFAIR?!HellNO!
Bah, in my opinion it's just right for marines to have a taste of their own medicine, even in little doses.
its 25 damage......
and a med pack heals 50.........
its 25 damage......
and a med pack heals 50......... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ah, I see someone here haven't played 1.04.
Oh well, see it used to do 80 dmg. 2 shots, bang, dead rine.
And you know, med packs don't work instantaneously in larger amounts.. or should I say, there ain't many comms around who can drop em with hitting players 100% of the time and spamming em 1 per second.
And little off, whats with the all those dots?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yup.....
(i like dots............ its in almost all my posts.......)
Uh. No.
The main problem is letting the marines get a 2 hive lockdown.
Acid Rocket is fine.. for a hive 2 weapon.
Unfortunately, it's up at hive 3 now.
Give it blast damage. Maybe up the damage by a few points (but not much) and it'll be fine.
Or, if you wanna get funky, make it able to bounce off a wall before splatting. Go for the incredible fade bank-shot to the CC.
Obviously that could get overly powerful in some situations... thus why i didn't actually cite any specific numbers to be applied to the rocket's damage or energy consumption. Basically I just feel it should do no damage to health, but wreak havok against armor and structures.
I agree with your whole statement I just want to emphasize a section:
This is keeping with the acid concept in that acid is a corrosive. If you remember for the movie <i>Aliens 2</i> (which is one of the listed inspirations for NS) when the marines get acid on themselves thay have to take the burning armor off fast before it gets to their skin.
Acid rockets would then make sens thay they eat away at armor first (kina like "babycrabs" in original HL) and then after eating away at that then can then start corroding flesh. Soemthign that shold make marines flinch and do a little DoT. (Damage over Time)