Sticky lerk powers + magnetics
The_holy_headcrab
Join Date: 2003-09-08 Member: 20677Members
El dealio: Lerk spore & umbra only work if fired at alien or marine players & creates the area-affect thingy around them for 6-8 seconds. Either drains lerk's energy by 75%. The whole "shoot at spot and hope people stay in it" thing works with spore, but umbra's a little more tricky imo.
Magnetics = semi-counter spawn spam / secret weapon thing. Not sure what alien class it's for, but it causes targeted marine's gun & pistol to fly toward the alien & no pickup for 2-3 secs after the weapons hit the ground. Also has the reverse effect for nades - they fly backwards (passive for nades, or always in effect).
Meh?
Magnetics = semi-counter spawn spam / secret weapon thing. Not sure what alien class it's for, but it causes targeted marine's gun & pistol to fly toward the alien & no pickup for 2-3 secs after the weapons hit the ground. Also has the reverse effect for nades - they fly backwards (passive for nades, or always in effect).
Meh?
Comments
I dont really see how the Kharaa will obtain magnets and use them against the TSA
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That, and this idea is horribly imbalanced...
Marines not having guns? Why not just make it one hit kill instead? Knives aren't going to kill anything, especially if the aliens are a higher form.
if you walk through a cloud of spores as a marine, the spores would follow you a little bit
same with umbra - when an alien walks through it the umbra would envelope the alien for a short perioud of time.
meh
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My thoughts exactly.
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well i think it would really help if umbra and spores were a lot smarter -
if you walk through a cloud of spores as a marine, the spores would follow you a little bit
same with umbra - when an alien walks through it the umbra would envelope the alien for a short perioud of time.
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Interesting... I think that idea deserves its own thread though.