Alt Fire for Bite: Drag
Bridger15
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 :\
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
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.
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.
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.
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...
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.
And sheena, I just may skip dinner tonight, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
In NS1, alien weapons, knife and welder have non-0 range.
FOr several reasons.. If I need to elaborate I will, but this is obvious stuff.
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.
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.
!= 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 -,-
Remember that time when knife range was shortened in NS1 because it could outreach skulkbite?