1) Dents walls a bit when punched. Mapper placed destructable objects (railings, walls etc) 2) Punch stuns aliens a bit. 3) Hand related activities. 4) Frying pan.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1) Dents walls a bit when punched. Mapper placed destructable objects (railings, walls etc)<!--QuoteEnd--></div><!--QuoteEEnd--> probably too much effort / performance cost for a single cosmetic feature.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2) Punch stuns aliens a bit.<!--QuoteEnd--></div><!--QuoteEEnd--> could have the rifle-butt stun, making exos a bit less vulnerable against skulks.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->3) Hand related activities.<!--QuoteEnd--></div><!--QuoteEEnd--> like what?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
i like the idea of the hand throwing or pushing aliens away - back into a comfortable minigun range - that way you can have a mix of arm and dual minigun exos
Sure, if you make it skill based. Currently 1 mini exos just spam the fist away in close combat because there's no downside to it, its free damage, has no overhead, no ammo consumption etc. If you're going to buff it make it contribute to weapon overheat or have a delay between attacks
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Having a little bit of knock back would be an interesting feature, maybe combined with a small amount of stun. Currently the arm seems pretty useless most of the time unless you get a lucky hit on a skulk or something. It's hard to tell if you're hitting them unless you manage to kill them with it. Would be cool to have custom animations for each alien getting hit by the arm:
1) Skulks and gorges tumble end over end. 2) Lerks lose all momentum and fall straight to ground. 3) Fades get strangled for a few seconds struggling to free themselves (tap space fast to release or something) 4) Onos shrug it off with a nice (bone armor) sound when getting hit from the front. If on the side they stumble a little bit for a few steps.
<!--quoteo(post=1980377:date=Sep 19 2012, 12:30 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Sep 19 2012, 12:30 PM) <a href="index.php?act=findpost&pid=1980377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having a little bit of knock back would be an interesting feature, maybe combined with a small amount of stun. Currently the arm seems pretty useless most of the time unless you get a lucky hit on a skulk or something. It's hard to tell if you're hitting them unless you manage to kill them with it. Would be cool to have custom animations for each alien getting hit by the arm:
1) Skulks and gorges tumble end over end. 2) Lerks lose all momentum and fall straight to ground. 3) Fades get strangled for a few seconds struggling to free themselves (tap space fast to release or something) 4) Onos shrug it off with a nice (bone armor) sound when getting hit from the front. If on the side they stumble a little bit for a few steps.<!--QuoteEnd--></div><!--QuoteEEnd-->
+200 for strangling fades. Make those ######s stand still for once. It should be tricky to catch them, but totally awesome. :D
Sure as **** helped me out when the minigun has been on the fritz, punching 'em skulks after you've been softening them up with the minigun isn't that hard to achieve though this was me playing on a public server with fresh players 'probably'.
The fist is alright for taking out alien structures rather than overheating the minigun which you should be using on alien players and not structures. (given you don't go straight for the dual miniguns)
As of the idea making the exosuit customizable such as give it welders, flamers, GL's that wouldn't be balanced at all 'cause then you would be able to do the exact same thing as you can without an exosuit aka making light infantry/MACs/other obsolete completely.
I've heard they might add railgun(s) for the exosuit which will (hopefully) be the exosuit' anti-structure weaponry and not just some 1-2 shot everything weapon like in quake.
Comments
probably too much effort / performance cost for a single cosmetic feature.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2) Punch stuns aliens a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->
could have the rifle-butt stun, making exos a bit less vulnerable against skulks.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->3) Hand related activities.<!--QuoteEnd--></div><!--QuoteEEnd-->
like what?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->4) Frying pan.<!--QuoteEnd--></div><!--QuoteEEnd-->
waitwhat?
1) Skulks and gorges tumble end over end.
2) Lerks lose all momentum and fall straight to ground.
3) Fades get strangled for a few seconds struggling to free themselves (tap space fast to release or something)
4) Onos shrug it off with a nice (bone armor) sound when getting hit from the front. If on the side they stumble a little bit for a few steps.
1) Skulks and gorges tumble end over end.
2) Lerks lose all momentum and fall straight to ground.
3) Fades get strangled for a few seconds struggling to free themselves (tap space fast to release or something)
4) Onos shrug it off with a nice (bone armor) sound when getting hit from the front. If on the side they stumble a little bit for a few steps.<!--QuoteEnd--></div><!--QuoteEEnd-->
+200 for strangling fades. Make those ######s stand still for once. It should be tricky to catch them, but totally awesome. :D
Sure as **** helped me out when the minigun has been on the fritz, punching 'em skulks after you've been softening them up with the minigun isn't that hard to achieve though this was me playing on a public server with fresh players 'probably'.
The fist is alright for taking out alien structures rather than overheating the minigun which you should be using on alien players and not structures. (given you don't go straight for the dual miniguns)
As of the idea making the exosuit customizable such as give it welders, flamers, GL's that wouldn't be balanced at all 'cause then you would be able to do the exact same thing as you can without an exosuit aka making light infantry/MACs/other obsolete completely.
I've heard they might add railgun(s) for the exosuit which will (hopefully) be the exosuit'
anti-structure weaponry and not just some 1-2 shot everything weapon like in quake.