Strength Ratings for Marines / Kharraa
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">Followup to my previous post.</div>Okay, I believe marines should be able to "grapple" with the kharraa. Obviously this takes some new factors into account.
STRENGTH- rating of 0-250.
Basic rine- 30
Skulk - 35
Lerk - 50
Gorge - 75
Fade - 100
Onos - 150
Now, that may not seem like much, however, upgrades play a role:
<!--coloro:#00CCCC--><span style="color:#00CCCC"><!--/coloro--> <b>MARINES</b>
<b>Armor Upgrades</b> - simulating upgrades in the armors servomechanics and ability to interface with the marines body, armor upgrades offer slight improvements in strength. Jetpacks have a slight increase over LA to simulate the addition and possible use of manuvering thrusters. Heavy Armor, being powered armor, gives a substantial increase per level.
LA - 0 strength +8 strength per level (so at lvl 3 armor, you have 54 strength)
JP - 10 strength +10 strength per level (so at lvl 3 armor, you have 70)
HA - 75 strength + 25 strength per level (so at lvl 3 armor, you have 180 strength)
<b>Weapon upgrades</b> - these have a very small effect on strength, simulating the discovery of better materials and manufacturing methods to make the weapons which would, obviously, be passed on to the armor.
LA - 1/3/6 strength extra per level. (at lvl 3 weapon upgrades, you get +10 strength)
JP - 2/5/8 strength extra per level. (at lvl 3 weapon upgrades, you get +15 strength)
HA - 5/8/12 strength extra per level. (at lvl 3 weapon upgrades, you get +25 strength)
<b>Catalyst Packs </b> - granting an adrenal boost and giving a charge of excited nanites, these can increase your strength by fifty percent. The drawback is that they put extreme stress on the body and armor, causing soft tissue damage, weaken the body temporarily, and weaken the armors durability slightly. Duration- 8 seconds
LA/JP - 50% increase to strength. Does 5 hitpoints of damage and increases the damage you take to health by 10%. Reduces your maximum armor by 15%. Upon loss of effect, you take 15% more damage untill you recieve a med pack and your armor takes 25% more damage untill it is welded. Upon welding, armor point maximum is restored.
Heavy Armor - 25% increase to strength. Does 5 hitpoints of damage and increases the damage you take to health by 5%. Reduces your maximum armor by 10%. Upon loss of effect, you take 10% more damage untill you recieve a med pack, your armor takes 15% more damage untill it is welded, and you move 10% slower untill you recieve a med pack. Upon welding, armor point maximum is restored.
<b>Medical Kits</b> - by flooding the body with powerful healing nanites, these grant a small bonus to strength, optimizing the body's systems and enabling to function at a more grueling capacity while the nanites are in effect. (8 seconds)
Medical kits grant a flat +5 to strength.<!--colorc--></span><!--/colorc-->
<!--coloro:#CC6600--><span style="color:#CC6600"><!--/coloro--><b>Kharraa</b>
Each Kharraa upgrade has a different effect on strength based on what it does. Certain upgrades have no direct effect, however, the body is made stronger to support the effect.
<b>Hives</b> - Hives, being the primary structure of the kharraa, control the bacterium and it's actions. This is an arduous task, and each hive grants a bonus to the creatures strength, enabling them to fight better and last longer.
Each hive grants an additional +10% to strength. (10%/20%/30%)
<b>Carapace</b> - by adding additional carapace, this upgrade also adds weight to the creature. As a result, the creature must be made stronger to compensate. Much of this extra strength, however, is used in keeping the creature agile.
Carapace grants a +1/2/3% bonus to strength (so at lvl 3, you get a 5% bonus to strength)
<b>Regeneration</b> - regenerative tissues require considerable energy to function efficiently, thus requiring a greater overall muscle mass and a slightly larger body. This extra muscle mass grants a small strength increase.
Regeneration grants a +2/5/8% bonus to strength (so at lvl 3, you get a 15% bonus to strength)
<b>Redemption</b> does not grant an increase to strength.
<b>Celerity</b> - increasing the speed of an alien is a two fold process- first you must shed as much extra weight as possible, and then you must increase the strength as much as you can without increasing mass.
Celerity grants a +2/5/8% increase to strength (so at lvl 3, you get a 15% bonus to strength)
<b>Silence</b> - making a creature silent is difficult. Muscle control becomes paramount to insure the least noise possible is made. This increased muscle controls increases strength slightly.
Silence grants a +5/8/12% bonus to strength (so at lvl 3, you get a 20% bonus to strength)
<b>Adrenaline</b> does not grant an increase to strength.
<b>Focus</b> - a powerful upgrade, focus enables a Kharraa to focus more of it's energy into a single task. This results in a nice bonus to strength, but at the drawback of greatly decreased attack speed.
Focus grants a +5/8/12% bonus to strength (so at lvl 3, you get a 20% bonus to strength)
<b>Cloaking</b> and <b>Scent of Fear</b> do not give strength bonuses<!--colorc--></span><!--/colorc-->
In addition, HP would have a percentage effect on strength (eg, your total strength*% of HP = current strength, to simulate damage being taken)
So what is all this used for? Well, strength is the primary attribute used in Grappling. For example:
Lets say there is a skulk and a marine.
Marine - Light Armor, Armor upgrade level 2, Weapon upgrade lvl 2. This means he has a total strength of:
30 + 8 + 4 = 42 str.
Skulk - 2 hives, silence level 3, carapace level 3. This means he has a total strength of:
35 + 7 + 7 +1.75 = 50.75 = 51 str.
Now, the skulk rounds the corner- the marine shoots at him with his pistol, only hitting once for 24 damage. Now the skulk has roughly 65 HP and 10 AP. This means he is at (assuming armor is a factor of health) roughly 65% health. This gives him 33 str.
The skulk leaps at the marine while he is reloading. He grazes the marine and lands, turning and parasiting him, dealing a total of 25 damage. This means the marine now has (assuming armor is, again, a factor of health) 90 HP and 45 AP or roughly 82% health. This gives him 34 str.
The skulk jumps at the marine who has, by now, pulled out his knife. Neither lands a hit on the other, and they are now grappling.
This is where things would get a little interesting. How grappling could be implimented, I'm not entirely sure. However, I suspect it could be done by a series of check and counters, trying to outmanuver the other. Your strength would factor in as far as how easy it is to overpower the other. Ultimately, grappling is just a way for you to survive long enough for teammates to save your butt <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> In this case, it's almost 50/50 who would win, so lets step it up a notch...
Endgame Grapple
HA vs Onos
Marine - Heavy Armor, Armor Upgrades Level 3, Weapons Upgrades Level 3. This means he has a total strength of:
30 + (75+75) + 25 = 205 strength
Onos - 3 hives, Regeneration lvl 3, Celerity lvl 3, Scent of Fear lvl 3. This means he has a total strength of:
150 + 45 + 22.5 (23) + 22.5 (23) = 241 strength
The marine is busy reloading his HMG when the onos comes barreling around the corner. Pulling his pistol, the marine shoots at the onos ten times, hitting him 8. This deals 208 damage to the onos, taking him from 900 / 600 to roughly 850 / 498, or (assuming armor is a factor of health) 86.8 (87%) health. This gives the onos 209.6, or 210, strength.
The onos charges at the marine- however, the commander, seeing the situation, drops a catalyst pack and a med pack on the marine. This brings the marine to 205 + (205*25) + 5 strength, or 261 strength. Dropping his pistol, the marine grabs the onos' front, taking roughly 50 damage (5 hp / 45 ap damage from the force of the charge. However, due to the catalyst pack, he takes 5 hp and 52 ap damage. This brings him to 95/245, which is 86% of his health. This brings him down to 261*86% = 224 strength.
During this time, the onos has gone thru a regeneration tick, bringing him to 900/498, or 89% health. This brings his strength back up to 214 strength.
The marine is still able to hold the onos from moving for as long as the catalyst pack is in effect. After that, he will start taking damage from charge (assuming the onos still has energy left). Once he hits 3/4 the onos strength, he will start being pushed back, and risks the onos breaking free and killing him off.
Whew, that was long XD
STRENGTH- rating of 0-250.
Basic rine- 30
Skulk - 35
Lerk - 50
Gorge - 75
Fade - 100
Onos - 150
Now, that may not seem like much, however, upgrades play a role:
<!--coloro:#00CCCC--><span style="color:#00CCCC"><!--/coloro--> <b>MARINES</b>
<b>Armor Upgrades</b> - simulating upgrades in the armors servomechanics and ability to interface with the marines body, armor upgrades offer slight improvements in strength. Jetpacks have a slight increase over LA to simulate the addition and possible use of manuvering thrusters. Heavy Armor, being powered armor, gives a substantial increase per level.
LA - 0 strength +8 strength per level (so at lvl 3 armor, you have 54 strength)
JP - 10 strength +10 strength per level (so at lvl 3 armor, you have 70)
HA - 75 strength + 25 strength per level (so at lvl 3 armor, you have 180 strength)
<b>Weapon upgrades</b> - these have a very small effect on strength, simulating the discovery of better materials and manufacturing methods to make the weapons which would, obviously, be passed on to the armor.
LA - 1/3/6 strength extra per level. (at lvl 3 weapon upgrades, you get +10 strength)
JP - 2/5/8 strength extra per level. (at lvl 3 weapon upgrades, you get +15 strength)
HA - 5/8/12 strength extra per level. (at lvl 3 weapon upgrades, you get +25 strength)
<b>Catalyst Packs </b> - granting an adrenal boost and giving a charge of excited nanites, these can increase your strength by fifty percent. The drawback is that they put extreme stress on the body and armor, causing soft tissue damage, weaken the body temporarily, and weaken the armors durability slightly. Duration- 8 seconds
LA/JP - 50% increase to strength. Does 5 hitpoints of damage and increases the damage you take to health by 10%. Reduces your maximum armor by 15%. Upon loss of effect, you take 15% more damage untill you recieve a med pack and your armor takes 25% more damage untill it is welded. Upon welding, armor point maximum is restored.
Heavy Armor - 25% increase to strength. Does 5 hitpoints of damage and increases the damage you take to health by 5%. Reduces your maximum armor by 10%. Upon loss of effect, you take 10% more damage untill you recieve a med pack, your armor takes 15% more damage untill it is welded, and you move 10% slower untill you recieve a med pack. Upon welding, armor point maximum is restored.
<b>Medical Kits</b> - by flooding the body with powerful healing nanites, these grant a small bonus to strength, optimizing the body's systems and enabling to function at a more grueling capacity while the nanites are in effect. (8 seconds)
Medical kits grant a flat +5 to strength.<!--colorc--></span><!--/colorc-->
<!--coloro:#CC6600--><span style="color:#CC6600"><!--/coloro--><b>Kharraa</b>
Each Kharraa upgrade has a different effect on strength based on what it does. Certain upgrades have no direct effect, however, the body is made stronger to support the effect.
<b>Hives</b> - Hives, being the primary structure of the kharraa, control the bacterium and it's actions. This is an arduous task, and each hive grants a bonus to the creatures strength, enabling them to fight better and last longer.
Each hive grants an additional +10% to strength. (10%/20%/30%)
<b>Carapace</b> - by adding additional carapace, this upgrade also adds weight to the creature. As a result, the creature must be made stronger to compensate. Much of this extra strength, however, is used in keeping the creature agile.
Carapace grants a +1/2/3% bonus to strength (so at lvl 3, you get a 5% bonus to strength)
<b>Regeneration</b> - regenerative tissues require considerable energy to function efficiently, thus requiring a greater overall muscle mass and a slightly larger body. This extra muscle mass grants a small strength increase.
Regeneration grants a +2/5/8% bonus to strength (so at lvl 3, you get a 15% bonus to strength)
<b>Redemption</b> does not grant an increase to strength.
<b>Celerity</b> - increasing the speed of an alien is a two fold process- first you must shed as much extra weight as possible, and then you must increase the strength as much as you can without increasing mass.
Celerity grants a +2/5/8% increase to strength (so at lvl 3, you get a 15% bonus to strength)
<b>Silence</b> - making a creature silent is difficult. Muscle control becomes paramount to insure the least noise possible is made. This increased muscle controls increases strength slightly.
Silence grants a +5/8/12% bonus to strength (so at lvl 3, you get a 20% bonus to strength)
<b>Adrenaline</b> does not grant an increase to strength.
<b>Focus</b> - a powerful upgrade, focus enables a Kharraa to focus more of it's energy into a single task. This results in a nice bonus to strength, but at the drawback of greatly decreased attack speed.
Focus grants a +5/8/12% bonus to strength (so at lvl 3, you get a 20% bonus to strength)
<b>Cloaking</b> and <b>Scent of Fear</b> do not give strength bonuses<!--colorc--></span><!--/colorc-->
In addition, HP would have a percentage effect on strength (eg, your total strength*% of HP = current strength, to simulate damage being taken)
So what is all this used for? Well, strength is the primary attribute used in Grappling. For example:
Lets say there is a skulk and a marine.
Marine - Light Armor, Armor upgrade level 2, Weapon upgrade lvl 2. This means he has a total strength of:
30 + 8 + 4 = 42 str.
Skulk - 2 hives, silence level 3, carapace level 3. This means he has a total strength of:
35 + 7 + 7 +1.75 = 50.75 = 51 str.
Now, the skulk rounds the corner- the marine shoots at him with his pistol, only hitting once for 24 damage. Now the skulk has roughly 65 HP and 10 AP. This means he is at (assuming armor is a factor of health) roughly 65% health. This gives him 33 str.
The skulk leaps at the marine while he is reloading. He grazes the marine and lands, turning and parasiting him, dealing a total of 25 damage. This means the marine now has (assuming armor is, again, a factor of health) 90 HP and 45 AP or roughly 82% health. This gives him 34 str.
The skulk jumps at the marine who has, by now, pulled out his knife. Neither lands a hit on the other, and they are now grappling.
This is where things would get a little interesting. How grappling could be implimented, I'm not entirely sure. However, I suspect it could be done by a series of check and counters, trying to outmanuver the other. Your strength would factor in as far as how easy it is to overpower the other. Ultimately, grappling is just a way for you to survive long enough for teammates to save your butt <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> In this case, it's almost 50/50 who would win, so lets step it up a notch...
Endgame Grapple
HA vs Onos
Marine - Heavy Armor, Armor Upgrades Level 3, Weapons Upgrades Level 3. This means he has a total strength of:
30 + (75+75) + 25 = 205 strength
Onos - 3 hives, Regeneration lvl 3, Celerity lvl 3, Scent of Fear lvl 3. This means he has a total strength of:
150 + 45 + 22.5 (23) + 22.5 (23) = 241 strength
The marine is busy reloading his HMG when the onos comes barreling around the corner. Pulling his pistol, the marine shoots at the onos ten times, hitting him 8. This deals 208 damage to the onos, taking him from 900 / 600 to roughly 850 / 498, or (assuming armor is a factor of health) 86.8 (87%) health. This gives the onos 209.6, or 210, strength.
The onos charges at the marine- however, the commander, seeing the situation, drops a catalyst pack and a med pack on the marine. This brings the marine to 205 + (205*25) + 5 strength, or 261 strength. Dropping his pistol, the marine grabs the onos' front, taking roughly 50 damage (5 hp / 45 ap damage from the force of the charge. However, due to the catalyst pack, he takes 5 hp and 52 ap damage. This brings him to 95/245, which is 86% of his health. This brings him down to 261*86% = 224 strength.
During this time, the onos has gone thru a regeneration tick, bringing him to 900/498, or 89% health. This brings his strength back up to 214 strength.
The marine is still able to hold the onos from moving for as long as the catalyst pack is in effect. After that, he will start taking damage from charge (assuming the onos still has energy left). Once he hits 3/4 the onos strength, he will start being pushed back, and risks the onos breaking free and killing him off.
Whew, that was long XD
Comments
unfortunately i'm to lasy to closely look through it all and make comments on the figures, but the whole idea is very interesting. i'd love to see a JP'er flying around a big open space, running out of ammo, and grapling a pesky lerk mid-flight <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
i think a marine should be able to grapple a gorge easily, a bit like a farmer hog-tieing a pig <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
the HA grappling an onos sounds a bit wierd, i dont think the HA could do much dammage and vice versa, but it would look cool seeing an out of control onos running around like mad, with a HA clenching onto his back, punching or knifing hehehe
unfortunately i think it would require too much work to implement, and would be nearly impossible to get the balance right
It wouldn't be too overpowered- it's mainly a way that, given the right setup, marines/aliens can slow the other down, allowing teammates to help take the kill.
In general tho, great idea! I wouldn't mind seeing it put into NS2. To tell you the truth, when I first started playing NS and got my first suit of heavy armour, I was disappointed when I realized I couldn't grab a skulk and rip him in half <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
PS. I think adrenaline and redemption could give a strength bonus.
The explination for could be:
<b>Adrenaline:</b> the upgraded muscle fibers that adrenaline provides allows for greater muscle durability and more vigorous use of muscle strength.
<b>Redemption:</b> The bacterium deems you worthy of being more closely watched. As a result, it will give you energy boosts when it thinks it can be effective to your survival (like when in fighting conditions).
PPS. Take all of this as constructive criticism, not destructive criticism.
It does hamper the Kharaa somewhat; experienced players would just be grabbing/grappling aliens left and right, and almost never getting killed. Maybe just the heavy suit could get a melee attack which does serious damage to smaller Kharaa, like skulks, gorges, and lerks. Although grapple could be nice in 1 on 1 situations; a Marine could grab a skulk and hold him off until a friendly marine comes by, but another skulk could come and rip him to shreds while he is busy grappling. Marines are distance fighters in NS, so this would have to be very carefully weighed against the Kharaa abilities if it is to be implemented...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Even if only HAs got this they would absolutely smash anything in it's path, much like HA trains but with ninja capabilities. Isn't skulk/gorge vs HA hard enough as it is?
Perhaps if you added instant kill to the alien who hits a marine grappling another alien, it would be fair.
lol.
On a sidenote...grappling would add an interesting dimension to the game. But would it be a good or a bad dimension in terms of quality/fun of gameplay without being unfeasibly complicated?
First off, I believe aliens should almost always have the advantage in a grapple. Why? It's risky enough to grapple, but think about it....the form should make a huge difference. Look at their abilities, etc...
Skulk - I don't care who you are, but if a dog-like creature with sharp claws that can stick into ceilings for legs digs itself into you and starts going for your neck, you're not going to last too long. If the marine starts to win, the alien is about to die, and there are 3 hives, however, the alien could close-range kamikaze. However, a low HP alien would be screwed.
Gorge - the weakling of the aliens. Sure, it's fat, but honestly...marines have an easy advantage in this one unless webbed, where they're screwed.
Lerk - Very hard to grapple, as it's flying. If it is grappled, then I believe that it should have a 50/50-ish chance to win since it can shoot spores into the face / lungs of the marines as they fight, giving it a huge advantage, even though it is weak looking otherwise.
Fade - Here's where things get interesting in my opinion. Why on earth would someone grab a fade? this isn't what you'd call a 'winning' scenario as it's taller than a marine, pointier, and can blink itself around...with the marine attached...into a wall. marine + wall at 500 mph? Dead. Heavy armor, however, should slow it down immensely and disable blink, as it has a TON of new weight added. Only real way I can see a fade losing.
Onos - Grappling an onos, in my opinion, should be the equivalent to suicide. Think about it....A marine sees an onos charging, so he grabs the horn. The first thing an onos should do? Ram the marine into the wall or eat him. If that's not done, and it's on the onos's back...well, let's see, bull riders can stay on for what, 10 seconds on a good try? A giant destruction machine that's bucking all over would get you off very fast. Then stomp / gore you to death.
Basically, I think this would prevent marines from simply grappling when in danger, then making it so that they will never die due to the delay caused by grappling. Aliens just seem to have the advanage here. Just a few helpful ideas.... But maybe with a fade 2 marines could grapple, and with an onos about 4...?
And yes, i can see an HA grappeling an Onos. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> It'd be cool as hell.
lets leave the phyical touching to the aliens. You have a gun, pistal and a knife? now you want to be able to grab me? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I'm sure you thought it through but you didn't think about the aliens.
I sure did think about the aliens. They would have the advantage in this unless used well by the marines. They have, by default, higher strength.
<!--QuoteEnd--></div><!--QuoteEEnd-->
But aliens rely on speed more often the strength and as grappling slows them down or makes them come to a complete halt, at least until the grappled marine is dead. When they are not moveing they get pounded by all the other marines and thus not being very effective except in 1vs1 fights, which arn't that regular.
Scenario: Fade runs in to 3 marines, grapples or get grappled by a marine, the fade becomes a easy target and is killed, perhaps the fade kills one marine but is then killed trying to escape with low hp. Every (split)second is important and often decides if the alien lives or dies. Try standing still or walking slowly for 3 seconds infront of marines, you wont last long.
Maybe in NS2 the aliens have become tougher and more strength oriented? Who knows <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And I take into account having friendlyfire ON. So, yeah, the marines would have to be VERY careful how they shoot that fade, or they'll kill their buddy. Killing a grappling fade with a shotgun is like using a colt .45 to shoot a bee off of your mates cheek if ya know what I mean.
make it like an NS version ultimate fighting championship, 1 marine and 1 alien enter, but only one leaves alive, winner stays on. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
the readyroom would just be the seating outside of the ring, so you can get up close and watch the action, or queue up to wait for your turn to fight....
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
you round a corner and a skulk leaps at you- you raise your gun and fire but it's already latched onto your chest. Are you REALLY going to:
A) have the presence of mind to turn your gun around and shoot WITHOUT killing yourself
B) Going to risk shooting AT yourself
C) Going to hold onto the gun?
You ever have a german shephard pounce on you at a full run? You don't normally remain standing. I imagine a skulk as having a lil more oompf behind it. yer first action is go get him the fark off <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
But you asked what I would do? without shooting him? I normally would throw my hand-nade at the ceiling or floor, even if I die in the process, I know he will as well. If that doesn't work, he simply got the better of me that time. I just don't see any realitic value from this idea.
This idea might be fun on CO maps, never on NS maps.
After all, grappeling would be no worse than those rines that jump just as you bite em and thus go flying five million feet away <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
the grapple system in that is awsome
if they could do that on PC... *drool*
frosty, you obviously never played Call of Duty for the Nintendo Wii
the grapple system in that is awsome
if they could do that on PC... *drool*
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's WAY different from NS, Human vs Human often have the exactly same stuff so no matter what you add it dosn't make a difference since both can use it equally.
In NS it's melee vs range, in CoD it's range vs range.
The strength ratings I put up have the aliens having higher default strength than the marines. This gives them the edge.
I want it so that marine weapons (especially the HMG and GL) are USELESS in melee combat- at the moment, if a skulk is chomping on you, you simply look down and pop 4 grenades around you, taking minimal damage yourself.
If you're teamate has a skulk on him, you simply unload... WTH?
The only chance they would have of winning would be if all aliens attacked and grappled every marine together, but then you have a imbalance on the aliens side instead.
The only chance they would have of winning would be if all aliens attacked and grappled every marine together
<!--QuoteEnd--></div><!--QuoteEEnd-->
Royal Rumble!!! LOL
The idea is that the marine would HAVE to get the alien off himself, or his team would have to stop and CAREFULLY shoot (or knife) the alien off. After all, Friendly Fire would be on!
Fades? It's even easier, it's bigger then the skulk (and marine) so its much, much easier to kill without shooting the marine it has grappled.
Skulks *may* benefit from this, but if marines can grapple anyone they want they just grab a fade hitting them and it's certain it will be killed, unless solo but I've talked about that already.