Weaken Alien Body Parts? Headshots(Or Bites, Rather)?
Xerond
Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
<div class="IPBDescription">Should NS2 have damage deal different hitbox damages?</div>We all know that in NS there are no headshots, no weak spots on alien bodies, nothing, just one big single damage allocated hitbox for the model. Should you be able to bite a marine in the head and kill him with one bite? Same with fade's head? The head of an onos absorbs damage, yet when you hit him from the side or rear it deals more damage? Or should NS2 stick with the same hitbox damage that we have now? Any other ideas?
Comments
Besides those comments/question, I think it might work (though it could remove the teamwork aspect of the game with allowing 1 man teams to be more effective, which I wouldn't like). If it were upto me, I would make the stronger parts of the alien is where more carapace is taken away rather than health (sort of susituting the hive armour which is removed in v3.2) and vice versa.
Headshots should count heavier towards a kill.or at least wound a human severely.
but seeing an alien head is considerably bigger/easier to aim at,it would be abit unfair using the same principle..
i dunno.how about neck shot?
neck on aliens are still hard to hit,unless youre an onos.but then you got armorplates.And an onos is a big moving target anyway..
hitboxes do offer an interesting dmg chart theory.
i would definately be more interested in that idea!
In general I'm rather sceptical about different hit zones.
If those weak/strong spots aren't used tactically like the onos example, it will just result in more emphasis on aiming and thus fps-skill.
Remember the tiny hitbox of the 1.04 onos where marines, knowing the "weak spot", killed the onos pretty fast and everyone else just missed.
So I vote no for hit zones in general which just require more fps-skill,
but yes for hit zones which enhance teamplay or strength of groups like the onos example.
:-/