Onos' STOMP attack - alternative to paralization effect on marines
rofldinho
Join Date: 2009-07-25 Member: 68259Members
Assuming Stomp will remain in NS2, I'd like to see a minor change to the effect of the Stomp on marines, possibly as an additional attack.
The thinking behind this is that imo, the actual stomp attack and the effect it has on marines makes little sense. Why would you just freeze because of a violent shudder, or being in a blast radius of sorts? Why would you become paralyzed for a few seconds, where you cant move, switch weapons or even shoot?
IMO a better alternative would be to have the marines fall over to the ground on their backs and have them "stunned" rather than paralyzed (i.e. the former is disorientated, the latter is frozen). Regarding the animation, marines who are close to the centre of the Onos stomp radius could go flying backwards a few meters and end up on their backs (sort of like the Tank slap in L4D). Marines further away would simply fall over. That's a difference in animation and positioning only - not timing, as you still want the onos to "immobilise" the marine no matter where the marine is providing it's simply within the stomp radius.
This would be a very effective attack against a group of marines all in one room/area, as I see it being slightly more powerful than the NS 1 stomp as I'm thinking of a circular radius rather than simply a forward moving wave. So even if marines are behind you, the alternative stomp will have them go flying. Maybe have it consume more adrenaline than the original stomp.
Here's where this alternative gets a bit more interesting imo. Because the marine isn't paralyzed, instead just disorientated, they can still shoot, they can still switch weapons etc, but because of being on the floor on your back, and because of the process of getting back on your feet, it becomes difficult to aim where you want to for those few seconds. You could possibly even have a few seconds of slow/reduced aim sensitivity to show that you're stunned (like in MW2 with the stun grenade). But still being able to shoot means that even though you're at a disadvantage, you still have a change of getting off an attack. Even if it's not against the onos, it might be shooting at a skulk thats creeping up behind your teammate who was behind you during the attack.
That way, you're not as helpless as you are vs the standard stomp.
The thinking behind this is that imo, the actual stomp attack and the effect it has on marines makes little sense. Why would you just freeze because of a violent shudder, or being in a blast radius of sorts? Why would you become paralyzed for a few seconds, where you cant move, switch weapons or even shoot?
IMO a better alternative would be to have the marines fall over to the ground on their backs and have them "stunned" rather than paralyzed (i.e. the former is disorientated, the latter is frozen). Regarding the animation, marines who are close to the centre of the Onos stomp radius could go flying backwards a few meters and end up on their backs (sort of like the Tank slap in L4D). Marines further away would simply fall over. That's a difference in animation and positioning only - not timing, as you still want the onos to "immobilise" the marine no matter where the marine is providing it's simply within the stomp radius.
This would be a very effective attack against a group of marines all in one room/area, as I see it being slightly more powerful than the NS 1 stomp as I'm thinking of a circular radius rather than simply a forward moving wave. So even if marines are behind you, the alternative stomp will have them go flying. Maybe have it consume more adrenaline than the original stomp.
Here's where this alternative gets a bit more interesting imo. Because the marine isn't paralyzed, instead just disorientated, they can still shoot, they can still switch weapons etc, but because of being on the floor on your back, and because of the process of getting back on your feet, it becomes difficult to aim where you want to for those few seconds. You could possibly even have a few seconds of slow/reduced aim sensitivity to show that you're stunned (like in MW2 with the stun grenade). But still being able to shoot means that even though you're at a disadvantage, you still have a change of getting off an attack. Even if it's not against the onos, it might be shooting at a skulk thats creeping up behind your teammate who was behind you during the attack.
That way, you're not as helpless as you are vs the standard stomp.
Comments
And they may not. Doesn't hurt to repeat a seldom-mentioned concept.
Come to think of it, it's almost identical to what we see in the teaser trailer - when the Onos slams the door open and the marine goes flying backwards because of the impact with the door.
Just without the door of course.
Still, would be kinda nice.
Still, would be kinda nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
this is stupid. they appear to be more than willing to irritate fans by spending extra time on stuff like this. UWE is a cool dev but that doesn't mean you should excuse laziness. if they decide it belongs in i have every reason to think they will wait the extra couple of days to release to make sure its in. they've done similar things in the past.
honestly, the more i read the developer updates the more it seems like they are losing progress. my faith remains strong in UWE but an alpha really needs to come along, specifically to give threads like this a chance to be tested.
So... put in idea so that they have more to do and slow down total work required for completion???
i r confused by double speaks.
ofcourse hl2 would have come out years sooner if valve decided to not implement the gravity gun, and cut out some content. but then it wouldn't be the same great game, no?
ofcourse hl2 would have come out years sooner if valve decided to not implement the gravity gun, and cut out some content. but then it wouldn't be the same great game, no?<!--QuoteEnd--></div><!--QuoteEEnd-->
But really this is one of those cosmetic "oh, that's nice" moments where gain / work doesn't seem high enough in my opinion. If it was an awesome idea but required serious gutting of the game, I'd totally be for it. IN fact, I'm helping my friend re-design an entire tech/research system in Elemental right now, a huge time sink. But the trick is it is worth it.
Is this worth it? meh.
And from all the scifi movies we have ever seen, since when did the aliens come in the form of a giant elephant/rhino/guerrilla/giraffe? Honestly i think the TSA marines could put a stop to this nonsense mighty quick by designing hallways that are not as wide as a house.
Yeah, that's the feeling I've been getting. Every update it's kind of like. This basic feature wasn't done before? They were working on the alien menu some weeks ago.
Last I heard there was an equivalent ability that temporarily disabled buildings.
Thank god it doesn't stun anymore.