[THE TACTICAL] shield
aNytiMe
Join Date: 2008-03-31 Member: 64007Members, Constellation
<u>THE TACTICAL</u> shield
Do you have what it takes to be <u>THE TACTICAL</u>? This shield system will help you be all <u>THE TACTICAL</u> you can be.
Bought from the armory, an armor upgrade sort of like the plasteel/exoskeleton bits. Adds a shield to your left arm. The shield always remains angled on the left side of your screen. Starts with 100 armor points and 100% damage absorbtion and is upgraded with every armor level.
<img src="http://i217.photobucket.com/albums/cc15/Domining/what/thetactical.png" border="0" class="linked-image" />
This will add a great close combat gameplay mechanic to those who choose it where a marine will try to angle the shield at every skulk bite and use the cooldown time to put some bullets into the skulk. The skulk will try to circle the marine and stay on the marine's blind side. If a parasite hits the shield, it does 10 (5) damage to the shield, but doesn't have the effect.
Do you have what it takes to be <u>THE TACTICAL</u>? This shield system will help you be all <u>THE TACTICAL</u> you can be.
Bought from the armory, an armor upgrade sort of like the plasteel/exoskeleton bits. Adds a shield to your left arm. The shield always remains angled on the left side of your screen. Starts with 100 armor points and 100% damage absorbtion and is upgraded with every armor level.
<img src="http://i217.photobucket.com/albums/cc15/Domining/what/thetactical.png" border="0" class="linked-image" />
This will add a great close combat gameplay mechanic to those who choose it where a marine will try to angle the shield at every skulk bite and use the cooldown time to put some bullets into the skulk. The skulk will try to circle the marine and stay on the marine's blind side. If a parasite hits the shield, it does 10 (5) damage to the shield, but doesn't have the effect.
Comments
Second, or they should be expensive or easier to break (or both). This tatical shield means +100 armor points in hands of good players.
But there is a big problem with it. They make melee fight way too hard to alone aliens, expecially skulks (alone marines should die easy to alone aliens).
My opnion.
You use it because you expect and prepare for close quarters combat so you forgo long distance accuracy.
True, alot of the values must be tweaked, and the size small, kinda like the new shield for marines in SC2
maybe making the marine have to crouch for it to cover his foot to upper ankle, giving skulks advantage as the marine has to crouch, cause if he dont, he has exposed legs to munch on. u dont have to crouch for flying lerks, fades, onos'.....ya de da. Also, he can't use High-Tier weapons, HMG, GL, new ones, due to weight already. Meaning Shotty and LMG all around. Abscuring some of his left or right vision(Depending on the Option's Menu setting for which side you put your gun(want to be left handed, or right?))
if u add those above, i think u can keep the 100% health.
Since the shield defends (and blinds) one side of screen, is essential beeing to able to have a shortcut to switch the weapons's hand to adjust to the place you're. I can just see some [TACTICAL] uses to it (turtle formation). Remember that switching weapon's hand would take time (4 seconds), a vulnerability time.
edit: ortographic corrections
I mean that's what heavies are for am I right??
I mean that's what heavies are for am I right??<!--QuoteEnd--></div><!--QuoteEEnd-->
Heavies are a late game tech, tactical shield would be early/early mid game tech.
I think the shield could actually be aggravating for the marines, not only the aliens. The issue is that it is going to be hard for the marine to be aware where the shield is currently covering because of the first person perspective. This could cause aggravation to the player ("My shield should of totally stopped his attack! ARGH!") because that information should be normally be obvious in real-life but hard to convoy in game unless a third person perspective is used.
I think the shield could actually be aggravating for the marines, not only the aliens. The issue is that it is going to be hard for the marine to be aware where the shield is currently covering because of the first person perspective. This could cause aggravation to the player ("My shield should of totally stopped his attack! ARGH!") because that information should be normally be obvious in real-life but hard to convoy in game unless a third person perspective is used.<!--QuoteEnd--></div><!--QuoteEEnd-->
The balance bit is irrelevant because something like this is very simple to balance by tweaking cost and armor value of the shield. The shield is definitely not for everyone and it would be there to fill a tactical niche (meat wall) for marines in the early game.
You avoided the question. How would you give the marine an accurate depiction of where the shield is?
They see about a quarter of the shield on their screen at all times. It isn't hard at all, trust me.
That was mentioned on your OP as well. Saying "trust me" does not really explain how you would convoy spacial awareness onto the player when they have a 90% vision scope and not much else.
Play counter strike with the shield by your side and block bullets. See how easy it is?
Long range combat is the marines' strength.
Close quarter combat is the aliens' strength.
If you give marines strength in long and short range combat then you destroy the balance of the game.
Close quarter combat is the aliens' strength.
If you give marines strength in long and short range combat then you destroy the balance of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would like to think that 90% of combat that occurs in NS happens after the first bite. If aliens always won CQB, marines would lose every game.
Sops said it best. Besides, marines would never equip shields (from the ns universe point of view) because:
A) They'd plan to put an end to the poor little creature's life that tries to get anywhere near them.
B) They're cocky.
Plus you'd get lame strategies like one marine whose task is simply to be in front and block with his shield while others pick off the skulk. Of course once his shield is down, another takes point man and so it continues. Adds tactics to the game, but at the expense of way too much imbalance in general.
It would be good for Vents, and small corridors. Maybe have it's own Armor bar of 250-350 that would take longer than a Marine's armor to weld. Onos would be able to Gore it out of your hands with a chance lets say 10%. Gorges could Bile Bomb it as it isn't part of the Marine, it would technically a structure. The Marine holding/using it should have a movement problem either in responsiveness or overall movement speed.
Just my thoughts.
I think it would be nice if marines could be equipped with an thick Mine like object that marines can carry around at the price of "slower speed".
This "Object" could be planted on the ground which takes *time*. Once planted, a shield retracts from it and players can take cover behind it and use it to block off hallways when needed.
also, this "shield" isn't movable once planted.. once it's planted is their until an alien takes it down.
the weakest point of the shield would be the part the marine would be on if taking cover..
and the hi-armored part would be the shielding part..
any thoughts/??
-But the defence CAN be picked up and moved.
-Say, for EX: Takes 10 seconds to deploy Small defence, and 17.5 seconds to undeploy it, 75% original time is added to undeploying it. So a Large Defence with 30 seconds deploying takes 52.5 Seconds, making the marines think before placing.
-You have to be behind it to undeploy it.
-It isn't a shield, but normal metal like the Halo 2 looking ones.
-The commander can recycle them if he wishes.
But what about spaming this walls? What can be done against? (Maybe dynamic infestation can spread on the wall and when one side is 80% filled with it, the wall is taken down).
And where it's build? Like, it's dropped by AA but the commander still being able to place one unpacked where he/she wants to place it, and someone has to build?
In gameplay, I think this could balance forcefield spaming, but then marines could fire behind it too (kharaa disavantage). I think only heavy/too fast objects shouldn't pass through (players, bullets and lerk spikes, but not spore/granades).