Will there be a sniper rifle in NS2? I've always liked long-ranged styled weapons, but I can live without one; however, I'm just wondering if there will be a Sniper Rifle.
Since all maps are based on corridors and rooms with no big field where a sniper rifle would be useful there is none. NS2 is based on short range and melee combat so you'll not find it in the game. Though it can surely be modded.
You're gonna feel real silly with a Sniper Rifle in your hands and a Skulk up your ass.
...although now that you mention it, it <i>would</i> be nice to deal with the inevitable vent-camping spore-spamming spike-sniping just-give-it-martyrdom-and-it-will-have-every-annoying-FPS-player-rolled-into-one Lerks.
Sniper rifle would be very useful if it's implemented as a high-power semi-automatic rifle (even with the option for full-auto since everyone complains that if you can't spray it... then it doesn't belong in NS...).
I wonder if it can be the next level higher then the lmg... something like an un-upgraded hmg, so it only has 20 or 30 rounds.
It would be very useful to take out fades before they can escape. It's like a shotgun that fires slugs so you have to be extra skilled during cqb (but a high rate of fire means you will have plenty of opportunity to correct your aim). Ultimate penetration on fades and onoses offsets all the downsides (we can have it so 1 bullet can penetrate multiple aliens, thereby making it an important weapon to have during any sized battle).
<!--quoteo(post=1755904:date=Feb 27 2010, 11:10 PM:name=Rizz)--><div class='quotetop'>QUOTE (Rizz @ Feb 27 2010, 11:10 PM) <a href="index.php?act=findpost&pid=1755904"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a sniper rifle, maybe a battle rifle type weapon. Not a long ranged shotgun, and not a Lerk.<!--QuoteEnd--></div><!--QuoteEEnd--> why would you want a battle rifle in close quarters combat?
<!--quoteo(post=1755813:date=Feb 27 2010, 09:49 AM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Feb 27 2010, 09:49 AM) <a href="index.php?act=findpost&pid=1755813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Battle-Bug, you know smurfing under second account is against the rules?<!--QuoteEnd--></div><!--QuoteEEnd--> I'm not playing the role of the antagonist here :)
I've had my own creative idea for a sniper rifle that I'll eventually post (not below).
I believe that a bolt action sniper rifle would be best. It would have a slow rate of fire (like focus) and it would have a unique animation. It should do about the damage of a point blank shotgun blast. Explosive rounds might be a neat idea for splash damage. A quick laser burst might also be a cool idea (hence, why it is so big and bulky and you get so few shots). Laser rounds should be glowing when they are loaded and dim when they are ejected.
It should have a scope, preferably with a night vision or infrared option. The scope should be digital and look like something out of an attack helicopter (see below) with some horizontal lines or graininess (like bf2142 sniper rifle). The scope should be zoomed in way too far for hitting far off targets. Most NS maps don't have such long ranges, so the powerful scope would decrease usefulness (as a disadvantage). I'd like to maybe see a laser sight as well to paint targets.
The sound would travel very far. A nice, deep boom would be good (like an awp, but with pop).
<!--quoteo(post=1755923:date=Feb 27 2010, 06:45 PM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Feb 27 2010, 06:45 PM) <a href="index.php?act=findpost&pid=1755923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why would you want a battle rifle in close quarters combat?<!--QuoteEnd--></div><!--QuoteEEnd-->
A hard hitting battle rifle vs a lmg that fires 50 rounds of nothing... hmmm ya i'll take the battle rifle.
<!--quoteo(post=1755991:date=Feb 28 2010, 12:48 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 28 2010, 12:48 AM) <a href="index.php?act=findpost&pid=1755991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A hard hitting battle rifle vs a lmg that fires 50 rounds of nothing... hmmm ya i'll take the battle rifle.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree about the lmg. It's supposed to do 5 dmg x 50 rounds right? That's 250 dmg. I'm not sure I've even ever come close to that. (even with good accuracy)
The battle rifle definitely could have some use. Think of it as a long range shotgun (minus the spread). I like the idea of making it cumbersome with a slow firing rate to balance it.
10 damage, actually. More than capable of putting down Skulks and starts adding up quickly against higher life forms that outstay their welcome in a roomful of grunts.
Of course, doesn't matter what you're carrying if you don't hit with it (which is why FocusedWolf thinks Aliens are unkillable juggernauts that can wade through an entire team).
<!--quoteo(post=1756125:date=Feb 28 2010, 03:35 PM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Feb 28 2010, 03:35 PM) <a href="index.php?act=findpost&pid=1756125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Play skulk and constantly get sniped by a battle rifle. Enjoy.<!--QuoteEnd--></div><!--QuoteEEnd--> Most maps are close range. A moving skulk should be a difficult target, especially with an overly-powerful scope. In fact, a skulk that gets too close will not be easy to hit with the rifle. I guess that's why we have pistols.
How about a mod that's marines vs marines and the maps are not just close ranged? That solves the delima of closed ranged maps with a long ranged item.
<!--quoteo(post=1756160:date=Feb 28 2010, 11:24 PM:name=Rizz)--><div class='quotetop'>QUOTE (Rizz @ Feb 28 2010, 11:24 PM) <a href="index.php?act=findpost&pid=1756160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a mod that's marines vs marines and the maps are not just close ranged? That solves the delima of closed ranged maps with a long ranged item.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be a solution looking for a problem.
If an idea doesn't really fit into the kind of game NS is, it's usually better to discard the idea than try to change the game around it.
I honestly would like to see a high damage highly accurate semi automatic slow RoF weapon. Kinda like the carbine from Halo 2. Seeing as they're replacing the pistol with a taser (fun times), we're gonna need something to control annoying ass sniping and gassing lerks because grenades won't 1 hit kill, and a good lerk can get out of a second nades way in time. I'd also settle for a pretty accurate burst fire weapon too, but honestly the only reason why I think so is because of how the lerk can become the most annoying alien and it needs a counter if the pistol isn't imba range/accuracy.
<!--quoteo(post=1756165:date=Feb 28 2010, 06:43 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Feb 28 2010, 06:43 PM) <a href="index.php?act=findpost&pid=1756165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would be a solution looking for a problem.
If an idea doesn't really fit into the kind of game NS is, it's usually better to discard the idea than try to change the game around it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you think modding the game would be difficult? It's not out yet, but was NS1 moddable?
<!--quoteo(post=1756201:date=Mar 1 2010, 02:17 AM:name=Rizz)--><div class='quotetop'>QUOTE (Rizz @ Mar 1 2010, 02:17 AM) <a href="index.php?act=findpost&pid=1756201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you think modding the game would be difficult? It's not out yet, but was NS1 moddable?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I'm talking about the core game at the moment. Obviously you're free to do whatever you want once you've got the code in your hands.
Although thinking about it more, if Lerks are going to be able to camp vents quite as hard as it's sounding like, it might be good to have some form of retaliation before Jetpacks come out other than boosting or mine ladders. Something semi-auto with a bit of punch to it might be nice.
<!--quoteo(post=1756186:date=Feb 28 2010, 07:19 PM:name=brownymaster)--><div class='quotetop'>QUOTE (brownymaster @ Feb 28 2010, 07:19 PM) <a href="index.php?act=findpost&pid=1756186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I honestly would like to see a high damage highly accurate semi automatic slow RoF weapon. Kinda like the carbine from Halo 2. Seeing as they're replacing the pistol with a taser (fun times)<!--QuoteEnd--></div><!--QuoteEEnd-->
Get with the times. They've "reconsidered" that and it sounds like we're back to pistol and knife.
I know this is way off topic, but... I wonder if the developers have read through this topic? I know that when I become a game developer for a company, I'm going to try and read forum topics and commune with the games community. I believe that game developers should have been hardcore gamers before becoming a developer so that they know what to make in the future, opposed to a non-gamer with no gaming experience.
I'm majoring in Simulation & Game Development in Apex, North Carolina. Epic Games (Unreal Tournament, Gears of War, etc) is located in Cary, North Carolina. Red Storm (Rainbow Six, Ghost Recon, etc) is also located in Cary, North Carolina or somewhere close to Cary). Currently, I have experience with Hammer (Source SDK, Valve) and a little experience with the NS2 editor (A little is an understatement, I just started :P ).
My curriculum teaches us to use the Unreal Tournament III engine by default, I picked up the Source engine by hobby. Hopefully it won't be too different. Sorry to deviate from the topic at hand. :S
<!--quoteo(post=1756233:date=Mar 1 2010, 12:07 AM:name=Rizz)--><div class='quotetop'>QUOTE (Rizz @ Mar 1 2010, 12:07 AM) <a href="index.php?act=findpost&pid=1756233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know this is way off topic, but... I wonder if the developers have read through this topic?<!--QuoteEnd--></div><!--QuoteEEnd--> They do read this forum. There's a few people of the "developer" group posting in this thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108961" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108961</a>
<!--quoteo(post=1756233:date=Mar 1 2010, 06:07 AM:name=Rizz)--><div class='quotetop'>QUOTE (Rizz @ Mar 1 2010, 06:07 AM) <a href="index.php?act=findpost&pid=1756233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know this is way off topic, but... I wonder if the developers have read through this topic? I know that when I become a game developer for a company, I'm going to try and read forum topics and commune with the games community. I believe that game developers should have been hardcore gamers before becoming a developer so that they know what to make in the future, opposed to a non-gamer with no gaming experience.
I'm majoring in Simulation & Game Development in Apex, North Carolina. Epic Games (Unreal Tournament, Gears of War, etc) is located in Cary, North Carolina. Red Storm (Rainbow Six, Ghost Recon, etc) is also located in Cary, North Carolina or somewhere close to Cary). Currently, I have experience with Hammer (Source SDK, Valve) and a little experience with the NS2 editor (A little is an understatement, I just started :P ).
My curriculum teaches us to use the Unreal Tournament III engine by default, I picked up the Source engine by hobby. Hopefully it won't be too different. Sorry to deviate from the topic at hand. :S<!--QuoteEnd--></div><!--QuoteEEnd-->
Gods I wouldn't if I were you, game design by popular vote is terrible, game design by people who know how to game design is much better.
I don't really think any sort of accurate weapon is a good thing in an NS game, in NS1 inaccuracy was valuable because it made it easier to hit things, generally the more inaccurate a gun was the easier it was to use, although the HMG kinda messed it up a bit because it's more accurate than the shotgun but it has the huge clip and constant ROF to offset that, the shotgun still had uses though even with the HMG.
In close quarters fights you want ease of use, which means inaccurate, powerful, and very very spammy. If you put in the complete anathema of spam, the sniper rifle, it's not going to be very useful.
<!--quoteo(post=1756269:date=Mar 1 2010, 07:51 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 1 2010, 07:51 AM) <a href="index.php?act=findpost&pid=1756269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really think any sort of accurate weapon is a good thing in an NS game, in NS1 inaccuracy was valuable because it made it easier to hit things, generally the more inaccurate a gun was the easier it was to use, although the HMG kinda messed it up a bit because it's more accurate than the shotgun but it has the huge clip and constant ROF to offset that, the shotgun still had uses though even with the HMG.
In close quarters fights you want ease of use, which means inaccurate, powerful, and very very spammy. If you put in the complete anathema of spam, the sniper rifle, it's not going to be very useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand where your coming from, for example in HALO 1 the rifle was very inaccurate and it didn't make sense through like 90% of the game, and then you see the flood and find that all that innacuracy was useful for something (just for killing the low level flood). And yet halo had a sniper rifle and later halo's featured a rifle that only fires in 3 round burst and has a scope... hmmm.
To the same extent, the hmg is very inaccurate and does a better job killing skulks then any other gun in the game. I'd say better then the gl.
And ya NS1 pistol fires bullets with the same damage as the hmg and is 100% accurate.
----------------
We can just add sniper pistols to NS2, and permit a sort of "suit zoom" like in half life 2 to get the same effect as a sniper rifle. It's cheap but acceptable. (personally i want a scope, but i accept that it's the future and the marines have a visor/hud which should permit a zoom + crosshair on screen + other stuff... target tracking)
<!--quoteo(post=1756266:date=Mar 1 2010, 06:06 AM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 1 2010, 06:06 AM) <a href="index.php?act=findpost&pid=1756266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They do read this forum. There's a few people of the "developer" group posting in this thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108961" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108961</a>
Now, back on topic.<!--QuoteEnd--></div><!--QuoteEEnd-->
um,
<!--quoteo(post=1755094:date=Feb 25 2010, 11:19 AM:name=tankefugl)--><div class='quotetop'>QUOTE (tankefugl @ Feb 25 2010, 11:19 AM) <a href="index.php?act=findpost&pid=1755094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I cannot comment on the engine workings, as that is Max' field and I'm not a NS2 developer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not saying they don't read this forum (they do and there's other sightings of devs in here). Just that that's an invalid citation.
I guess I missed the final reconciliation over the taser stuff when I got my comp taken away. Conservatism ftw. Anyways, so long as pistol keeps the same RoF (aka being able to kill a lerk amazingly fast) I don't think a sniper rifle is necessary. I wouldn't mind seeing a semiauto accurate rifle (not necessarily a sniper). Shotgun loses efficiency at long range and HMG slighly due to inaccuracy, so a good transition weapon would be a gun less powerful than shotgun's maximum but similar RoF and way more accurate. It might be overpowered because it would destroy skulks, but I'd be a good counter to lerks and semi decent versus fades. It wouldn't replace the HMG though because it has a much greater DPS output and wouldn't replace the shotgun because of it's greater damage potential/anti fade, but would still have it's uses. A pure sniper rifle though isn't fit for the game when aliens are suppose to be amazingly fast moving.
Comments
NS2 is based on short range and melee combat so you'll not find it in the game. Though it can surely be modded.
...although now that you mention it, it <i>would</i> be nice to deal with the inevitable vent-camping spore-spamming spike-sniping just-give-it-martyrdom-and-it-will-have-every-annoying-FPS-player-rolled-into-one Lerks.
I wonder if it can be the next level higher then the lmg... something like an un-upgraded hmg, so it only has 20 or 30 rounds.
It would be very useful to take out fades before they can escape. It's like a shotgun that fires slugs so you have to be extra skilled during cqb (but a high rate of fire means you will have plenty of opportunity to correct your aim). Ultimate penetration on fades and onoses offsets all the downsides (we can have it so 1 bullet can penetrate multiple aliens, thereby making it an important weapon to have during any sized battle).
<img src="http://img127.imageshack.us/img127/3518/seras20victoriaqh1.jpg" border="0" class="linked-image" />
Watch this:
<a href="http://www.youtube.com/watch?v=OzhSAx6MUno" target="_blank">http://www.youtube.com/watch?v=OzhSAx6MUno</a>
Not a long ranged shotgun, and not a Lerk.
Perhaps the pistol will remain that way.
Not a long ranged shotgun, and not a Lerk.<!--QuoteEnd--></div><!--QuoteEEnd-->
why would you want a battle rifle in close quarters combat?
I'm not playing the role of the antagonist here :)
I've had my own creative idea for a sniper rifle that I'll eventually post (not below).
I believe that a bolt action sniper rifle would be best. It would have a slow rate of fire (like focus) and it would have a unique animation. It should do about the damage of a point blank shotgun blast. Explosive rounds might be a neat idea for splash damage. A quick laser burst might also be a cool idea (hence, why it is so big and bulky and you get so few shots). Laser rounds should be glowing when they are loaded and dim when they are ejected.
It should have a scope, preferably with a night vision or infrared option. The scope should be digital and look like something out of an attack helicopter (see below) with some horizontal lines or graininess (like bf2142 sniper rifle). The scope should be zoomed in way too far for hitting far off targets. Most NS maps don't have such long ranges, so the powerful scope would decrease usefulness (as a disadvantage). I'd like to maybe see a laser sight as well to paint targets.
The sound would travel very far. A nice, deep boom would be good (like an awp, but with pop).
<img src="http://i.ytimg.com/vi/XpgtADbyrMU/0.jpg" border="0" class="linked-image" />
It should be similar to TF2's sniper, or Halo's, or CoD [series], or Counter Strike.
I'm not talking about a Sniper which destroys jets or tanks at all.
A hard hitting battle rifle vs a lmg that fires 50 rounds of nothing... hmmm ya i'll take the battle rifle.
I agree about the lmg. It's supposed to do 5 dmg x 50 rounds right? That's 250 dmg. I'm not sure I've even ever come close to that. (even with good accuracy)
The battle rifle definitely could have some use. Think of it as a long range shotgun (minus the spread). I like the idea of making it cumbersome with a slow firing rate to balance it.
Of course, doesn't matter what you're carrying if you don't hit with it (which is why FocusedWolf thinks Aliens are unkillable juggernauts that can wade through an entire team).
Most maps are close range. A moving skulk should be a difficult target, especially with an overly-powerful scope. In fact, a skulk that gets too close will not be easy to hit with the rifle. I guess that's why we have pistols.
That solves the delima of closed ranged maps with a long ranged item.
That solves the delima of closed ranged maps with a long ranged item.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be a solution looking for a problem.
If an idea doesn't really fit into the kind of game NS is, it's usually better to discard the idea than try to change the game around it.
If an idea doesn't really fit into the kind of game NS is, it's usually better to discard the idea than try to change the game around it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you think modding the game would be difficult?
It's not out yet, but was NS1 moddable?
It's not out yet, but was NS1 moddable?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I'm talking about the core game at the moment. Obviously you're free to do whatever you want once you've got the code in your hands.
Although thinking about it more, if Lerks are going to be able to camp vents quite as hard as it's sounding like, it might be good to have some form of retaliation before Jetpacks come out other than boosting or mine ladders. Something semi-auto with a bit of punch to it might be nice.
Get with the times. They've "reconsidered" that and it sounds like we're back to pistol and knife.
I wonder if the developers have read through this topic? I know that when I become a game developer for a company, I'm going to try and read forum topics and commune with the games community. I believe that game developers should have been hardcore gamers before becoming a developer so that they know what to make in the future, opposed to a non-gamer with no gaming experience.
I'm majoring in Simulation & Game Development in Apex, North Carolina. Epic Games (Unreal Tournament, Gears of War, etc) is located in Cary, North Carolina. Red Storm (Rainbow Six, Ghost Recon, etc) is also located in Cary, North Carolina or somewhere close to Cary).
Currently, I have experience with Hammer (Source SDK, Valve) and a little experience with the NS2 editor (A little is an understatement, I just started :P ).
My curriculum teaches us to use the Unreal Tournament III engine by default, I picked up the Source engine by hobby. Hopefully it won't be too different. Sorry to deviate from the topic at hand. :S
I wonder if the developers have read through this topic?<!--QuoteEnd--></div><!--QuoteEEnd-->
They do read this forum. There's a few people of the "developer" group posting in this thread:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108961" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108961</a>
Now, back on topic.
I wonder if the developers have read through this topic? I know that when I become a game developer for a company, I'm going to try and read forum topics and commune with the games community. I believe that game developers should have been hardcore gamers before becoming a developer so that they know what to make in the future, opposed to a non-gamer with no gaming experience.
I'm majoring in Simulation & Game Development in Apex, North Carolina. Epic Games (Unreal Tournament, Gears of War, etc) is located in Cary, North Carolina. Red Storm (Rainbow Six, Ghost Recon, etc) is also located in Cary, North Carolina or somewhere close to Cary).
Currently, I have experience with Hammer (Source SDK, Valve) and a little experience with the NS2 editor (A little is an understatement, I just started :P ).
My curriculum teaches us to use the Unreal Tournament III engine by default, I picked up the Source engine by hobby. Hopefully it won't be too different. Sorry to deviate from the topic at hand. :S<!--QuoteEnd--></div><!--QuoteEEnd-->
Gods I wouldn't if I were you, game design by popular vote is terrible, game design by people who know how to game design is much better.
I don't really think any sort of accurate weapon is a good thing in an NS game, in NS1 inaccuracy was valuable because it made it easier to hit things, generally the more inaccurate a gun was the easier it was to use, although the HMG kinda messed it up a bit because it's more accurate than the shotgun but it has the huge clip and constant ROF to offset that, the shotgun still had uses though even with the HMG.
In close quarters fights you want ease of use, which means inaccurate, powerful, and very very spammy. If you put in the complete anathema of spam, the sniper rifle, it's not going to be very useful.
In close quarters fights you want ease of use, which means inaccurate, powerful, and very very spammy. If you put in the complete anathema of spam, the sniper rifle, it's not going to be very useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand where your coming from, for example in HALO 1 the rifle was very inaccurate and it didn't make sense through like 90% of the game, and then you see the flood and find that all that innacuracy was useful for something (just for killing the low level flood). And yet halo had a sniper rifle and later halo's featured a rifle that only fires in 3 round burst and has a scope... hmmm.
To the same extent, the hmg is very inaccurate and does a better job killing skulks then any other gun in the game. I'd say better then the gl.
And ya NS1 pistol fires bullets with the same damage as the hmg and is 100% accurate.
----------------
We can just add sniper pistols to NS2, and permit a sort of "suit zoom" like in half life 2 to get the same effect as a sniper rifle. It's cheap but acceptable. (personally i want a scope, but i accept that it's the future and the marines have a visor/hud which should permit a zoom + crosshair on screen + other stuff... target tracking)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108961" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108961</a>
Now, back on topic.<!--QuoteEnd--></div><!--QuoteEEnd-->
um,
<!--quoteo(post=1755094:date=Feb 25 2010, 11:19 AM:name=tankefugl)--><div class='quotetop'>QUOTE (tankefugl @ Feb 25 2010, 11:19 AM) <a href="index.php?act=findpost&pid=1755094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I cannot comment on the engine workings, as that is Max' field and I'm not a NS2 developer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not saying they don't read this forum (they do and there's other sightings of devs in here). Just that that's an invalid citation.