Weaken Alien Body Parts? Headshots(Or Bites, Rather)?

XerondXerond 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

  • CrazyFoolCrazyFool Join Date: 2004-03-06 Member: 27171Members
    of course we should have hitboxes with weakspots
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    Ew, no. Maybe <i>stronger</i> parts on aliens... ie Onos's carapace on the front of its head. But <i>weaker</i>? Holy crap no.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    I second the above post.
  • [Deleted User][Deleted User] Join Date: 2006-11-11 Member: 58532
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  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    Well, it can go either way. I guess I should have stated that different body parts would render different damages. Like, imagine that there is a small weak spot on the left side of the fade under the arm or something. By creating a weakened part of the body, or a stronger part, it makes the life form fight differently. A fade who knows how to defend his weak spot, be conscience of it, is a better fade, and vice versa, say an onos who knows how to block with his harded head, is a better onos than one who simply runs around and every direction and his hit on his sides. Just examples.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    I like the idea, just don't make parts too weakened. We don't want a LMG marine killing a skulk in one shot or a skulk killing a HA in 2 - 3 bites. How would grenades (more precisly GL's) work with this when the explosive damage hits a large part of the alien?

    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.
  • Femme_FataleFemme_Fatale Join Date: 2005-06-21 Member: 54310Members, Constellation
    very interesting idea.
    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!
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Yeah, I like the idea...but aliens can't take enough fire as is, so the spot cant be something easy to hit.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    An onos with more armor on its front could be nice and useful.

    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.
  • [Deleted User][Deleted User] Join Date: 2006-11-11 Member: 58532
    edited December 2006
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  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    I would love this idea in NS2. Taking this idea further... imagine shooting out a skulks leg causing less damage but a huge speed loss. Or shooting a specific spot on a fade (the "blink" gland) that stops the fade from blinking for a durration.
  • bongbong Join Date: 2005-03-06 Member: 43688Members, Constellation
    This is a very bad idea for NS. With the cone of fire spread, bullets almost never exactly go where you aim. This is why you can kill skulks that are not even in your crosshair. So as a result these spots would be hit randomly, but fairly often without any skill. A strong spot however might be a good idea, but, that would just create new balance issues.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    eh, the bullets are pretty dang accurate, but if u wanna be realistic, im pretty sure it would only take one bullet to kill a skulk..... anyways, the only good thing i see coming from this isa dynamic onos
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    I agree with having stronger spots, that might just be what the Onos needs! Weak spots would just be annoing, ie you know how somewhat much damage you might take when facing a singel SG but if the SG gets a HS and u suddenly take tripple damage it will turn into some kind of luck game. Also aliens would have superior advantage because they can aim easier for ones head, as they can attack from above.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Honestly I think getting location-based damage in the game would be more trouble than it's worth. The current system works fine, doesn't it?

    :-/
  • stupidthi3fstupidthi3f Join Date: 2007-01-07 Member: 59471Members
    Correct me if i'm wrong but Fades do take more dmg if they're shot in the head.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
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