Alt Fire for Bite: Drag

Bridger15Bridger15 Join Date: 2009-09-16 Member: 68797Members
<div class="IPBDescription">Like Smoker in L4D</div>So perhaps the Alt Fire for Bite should have the Skulk latch onto the marine's ankle and pull his feet out from under him, then drag him slowly in whatever direction the skulk goes.

This is very powerful, to make it more of a gamble, the latching on animation should take considerably longer than the bite action, and for a second or two the marine would be able to shoot the skulk off. After that the marine is incapacitated unless his teammates shoot the skulk off.

In addition, while being dragged the marine will take 1 damage per second, for up to 10 seconds, at which point the marine will kick the skulk off and get back up (with a limp?). This would make the ability great for picking off single marines (who shouldn't be alone anyway) and for grabbing one and pulling him into a side room while his friends are busy shooting in the other direction.

I just imagine any of those old alien movies where the last guy gets pulled off into a side room and nobody notices until they hear the screams :P

Only really tough part might be the animations :\

Comments

  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    hmm..

    when the skulks lands a alt fire hit on the marine a short animation starts where he digs his teeth into the marine's leg. then the skulk turns 90° and throws the marine on his back with that motion, then the marine is incapicated for 10 seconds and can be dragged in this time.

    the marine can shoot down the skulk when he approceaches.
    the marine can shoot the skulk when he bites his leg.
    the marine doesn't take much damage.
    the marine's teammates can easely shoot the skulk.

    the skulk needs teammates to kill the target.
    the skulk pack has a easy job killing rambos.
    the skulk can hinder the marines for 10 seconds.
    the skulk can take out a key target. (gl)

    I like the idea, and the drag ability would fit well with the skulks mouth structure.
    but may I add something?
    HA's are immune.
    JP's can be dragged, but when using the jetpack the skulk will suddenly be dragged for 10 seconds.
  • Bridger15Bridger15 Join Date: 2009-09-16 Member: 68797Members
    Ah, i agree that HA should be immune, and jetpack could drag skulk, what a shocker for the poor skulk :P
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    lol i can just imagine the marine flying around going "GET IT OFF GET IT OFF"
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    this.. is.. good.

    Imo tho 10 seconds is too long 5 seconds is great. make it 1 second to hit a certain number of times in the skulks head to knock it off, so in a sense there is something to prevent it, and its like the type of thing you would do to a marine from behind, infact making it do more damage from behind will make it seem more like an ambushing tool, and the normal bite for the straight up marines who are infront of you.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    As a programmer, I see a potential problem with this idea. Not sure how the natural selection 2 will handle wall clipping, but generally speaking, the way most melee weapons are handled by game engines these days are simple. If you're in range and you attack, target takes damage and/or any other effect as a consequence. Ranged melee weapons have to be checked by making sure it would hit if it were clear of obstacles, then verifying that there are no walls or other obstacles in the way (optimizes calculations to do it in this order). However, technically melee weapons shouldn't have obstacles in the way.

    This means if I'm a skulk on one side of a thin wall, I can use my alt attack and completely disable a marine for a full 10 seconds. Try as he may to shoot me, he won't be able to because of the wall in the way. At the end of 10 seconds, reapply attack, et cetera. As annoying and lame as that sounds, you better believe someone's going to think that's a brilliant strategy and do nothing but that the entire game.

    So... this idea isn't going to work.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    lol? Your entire post was bullsh<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->it<!--sizec--></span><!--/sizec-->. Melee weapons are just hitscan weapons with shorter range. The 'programming' is near identical.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    oh god..what a incredible scary secondary weapon

    skulks switching to drag mode....

    <img src="http://www.mccullagh.org/db9/1ds-3/drag-queen-folsom-street-2.jpg" border="0" class="linked-image" />


    gawd ... i would just run away...
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    edited September 2009
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->lol? Your entire post was bull######. Melee weapons are just hitscan weapons with shorter range. The 'programming' is near identical.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's a ranged weapon with 0 range. You know what a ray of length zero is right? It's a point. How are you going to determine if obstacles are standing between point A and point B if A is B? The reason why it doesn't work *is* because the programming is similar. I suppose if they really wanted, they could rehaul the entire engine and redefine the basic engine mechanics for something as simple as how to detect melee damage, but it's just simpler to do what has always worked and define a melee weapon as a ranged weapon with 0 distance.

    And sheena, I just may skip dinner tonight, thanks.
  • JediblingJedibling Join Date: 2008-10-29 Member: 65321Members
    I think that this would work. If the problem with it is that its a ranged weapon with 0 range than change the range to 1. Then the engine would read any walls/props thats in the way. But drag should belong to fade or lerk cuz a bunch of skulks just rushing the marines at the start wouldnt be fun. And if a lerk "draged" a marine his fly ability should be disabled or at least take double stamina.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1727667:date=Sep 17 2009, 12:05 PM:name=Hawkeye)--><div class='quotetop'>QUOTE (Hawkeye @ Sep 17 2009, 12:05 PM) <a href="index.php?act=findpost&pid=1727667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a ranged weapon with 0 range. You know what a ray of length zero is right? It's a point. How are you going to determine if obstacles are standing between point A and point B if A is B? The reason why it doesn't work *is* because the programming is similar. I suppose if they really wanted, they could rehaul the entire engine and redefine the basic engine mechanics for something as simple as how to detect melee damage, but it's just simpler to do what has always worked and define a melee weapon as a ranged weapon with 0 distance.

    And sheena, I just may skip dinner tonight, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    In NS1, alien weapons, knife and welder have non-0 range.
  • Batabusa2Batabusa2 Join Date: 2009-05-28 Member: 67507Members
    HJahahahahhaa, no.
    FOr several reasons.. If I need to elaborate I will, but this is obvious stuff.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    I google image searched and posted that image on another forum over 2 years ago.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1727667:date=Sep 17 2009, 04:05 AM:name=Hawkeye)--><div class='quotetop'>QUOTE (Hawkeye @ Sep 17 2009, 04:05 AM) <a href="index.php?act=findpost&pid=1727667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a ranged weapon with 0 range. You know what a ray of length zero is right? It's a point. How are you going to determine if obstacles are standing between point A and point B if A is B? The reason why it doesn't work *is* because the programming is similar. I suppose if they really wanted, they could rehaul the entire engine and redefine the basic engine mechanics for something as simple as how to detect melee damage, but it's just simpler to do what has always worked and define a melee weapon as a ranged weapon with 0 distance.

    And sheena, I just may skip dinner tonight, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    - If there is a WALL between point A and point B, then A != B.
    - If melee weapons had a range of ZERO, it would be impossible to hit ANYTHING.
    - Lastly, if you still don't believe me that melee weapons have non-zero range, stand 4 feet away from me and let me smash your face with a bat.



    The only reason NS has problems is because the clipping and weapon origins are poorly designed. It is not difficult to fix, even in the half-life engine.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If there is a WALL between point A and point B, then A != B.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No, if A = B, no wall can be between it by definition. That's like saying that I can slice a single point in space into two separate parts.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- If melee weapons had a range of ZERO, it would be impossible to hit ANYTHING.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you are touching your target, you can hit it.. that's sort of the whole point. If it had range, you could bite a target from a distance.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Lastly, if you still don't believe me that melee weapons have non-zero range, stand 4 feet away from me and let me smash your face with a bat.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Point aside, that's just violent.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1728656:date=Sep 24 2009, 05:02 AM:name=Hawkeye)--><div class='quotetop'>QUOTE (Hawkeye @ Sep 24 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1728656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, if A = B, no wall can be between it by definition. That's like saying that I can slice a single point in space into two separate parts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    != means NOT equal...
    I was pointing out that even if zero-range melee was possible, your logic was still flawed.

    <!--quoteo(post=1728656:date=Sep 24 2009, 05:02 AM:name=Hawkeye)--><div class='quotetop'>QUOTE (Hawkeye @ Sep 24 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1728656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you are touching your target, you can hit it.. that's sort of the whole point. If it had range, you could bite a target from a distance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can bite a target from a distance. My troll meter is beginning to blink -,-
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <b>Hawkeye</b> I think you're confusing theory with implementation here. Just because a melee weapon, in theory, has no range, doesn't actually make that the case. They probably wouldn't need to overhaul the engine to make such an ability. In general, I wouldn't make any statements regarding implementation of a feature unless it's by definition large in scope. Things like whole new alien, race, gamemode, or overly complex ideas you can probably make statements about scope, but that is not the case here.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Almost all games give melee weapons a non-0 range.

    Remember that time when knife range was shortened in NS1 because it could outreach skulkbite?
Sign In or Register to comment.