Parasite
PowerfuryOA
Join Date: 2012-03-07 Member: 148314Members
<div class="IPBDescription">Crosshair and the Mechanic</div>I have two gripes regarding Skulk Parasite.
First and foremost is the crosshair. The crosshair for the parasite is horribly inaccurate. I suggest changing the crosshair that represents the parasite more accurately. I should *not* miss my parasite when there is a Marine building a powernode unaware of my presence. It's frustrating and it's an easy fix. It's been this way for far too long.
Second, in my opinion the parasite gives the skulk/aliens too much information. Once parasited, the skulk knows which way the Marine is facing through the wall, shows up on the minimap, where he is pointing his gun, if the marine is crouched or standing, and what weapon (I believe) the marine is currently holding. I request that the parasite only shows a yellow blob (like the red one from NS1) through the wall and that the Marine shows as a dot on the minimap.
To conclude, please fix the parasite crosshair and make it more representative of it's true accuracy.
Thank you.
First and foremost is the crosshair. The crosshair for the parasite is horribly inaccurate. I suggest changing the crosshair that represents the parasite more accurately. I should *not* miss my parasite when there is a Marine building a powernode unaware of my presence. It's frustrating and it's an easy fix. It's been this way for far too long.
Second, in my opinion the parasite gives the skulk/aliens too much information. Once parasited, the skulk knows which way the Marine is facing through the wall, shows up on the minimap, where he is pointing his gun, if the marine is crouched or standing, and what weapon (I believe) the marine is currently holding. I request that the parasite only shows a yellow blob (like the red one from NS1) through the wall and that the Marine shows as a dot on the minimap.
To conclude, please fix the parasite crosshair and make it more representative of it's true accuracy.
Thank you.
Comments
I don't agree on that yellow-blob-thing. I don't see why the actual implementation should be bad for the game or less fun or unbalanced. I think it allows for more tactic (e.g. when to attack) on pub servers where communication in most alien teams is minuscule.
I want to add, that I would like to be able to parasite buildings again. They don't need to appear through walls like parasited marines (This would clutter the view to much.). But they should be visible on the map when parasited. This gives the skulk an additional purpose and goal as a scout, who can permanently discover marine buildings on the map.
a new parasite one would be really appreciated. just a simple little dot
a new parasite one would be really appreciated. just a simple little dot<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really mind what the crosshair is as long as it is strictly representative of it's accuracy. That's like the first rule in a FPS.
[attachment=36146:crosshai...mpressed.png]
Probably it's my disability to hit with low framerate, mouse lag, server lag and this crosshair.
Other than that, I agree to both of your points.
but what if the crosshair covers the target?
parasite is usually used from far away, maybe aiming in a little spot where the marine will walk for just a moment, and in many situations i find myself with the crosshair completely covering the little spot i should watch, ending in a delayed missed shot
(that might change with different resolutions ? )
[attachment=36146:crosshai...mpressed.png]<!--QuoteEnd--></div><!--QuoteEEnd-->
ewww... what a nasty bug.
On another note, what if you just mirror this thing on the vertical mirror axis and make it smaller? You get a real CROSShair but with this alien style.
Do agree at all. Marines are not often too far away from an armory, and with one tick of it, the parasite is gone. If a player doesn't get it removed, he either doesn't know he is parasited, or he doesn't know what parasite is. This feature is great.
And of course something about parasite when trying to hit someone/something with it needs to be fixed. Does anyone have the same problem with the gorge burp thing? Seems to have gotten a bit better... but I'm not sure.
Basic voicechat clutter like what kind of gun the marine is holding, is sorted out by a game feature.
Fantastic in my opinion.
Remember that by parasiting you are risking getting shot.
On regard of parasiting structures though, they need to show on the minimap. And they should not disappear over time like on marines.
Just needs a tiny dot in the center to show where the actual projectile will hit.
<img src="http://i.imgur.com/QRvX0.jpg" border="0" class="linked-image" />
Larger version: <a href="http://i.imgur.com/GfdYT.jpg" target="_blank">Here, although with pretty bad compression</a>
Opinions? They are pretty saturated and have a slight dark shadow around them, so they're also visible against bright backgrounds. The center is about 3x3 pixels. If it seems good enough, it might be integrated into a future patch.
Yeah. That's the idea. The three things that split off from the center are kinda like growths like in the original parasite crosshair, but they did turn out pretty symmetrical.
<img src="http://i.imgur.com/QRvX0.jpg" border="0" class="linked-image" />
Larger version: <a href="http://i.imgur.com/GfdYT.jpg" target="_blank">Here, although with pretty bad compression</a>
Opinions? They are pretty saturated and have a slight dark shadow around them, so they're also visible against bright backgrounds. The center is about 3x3 pixels. If it seems good enough, it might be integrated into a future patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like it. I would be happy to have it in the next patch.
Everyone except for Charlie and Hugh according to the latest Dev Q&A @ 7:02 min mark. Doesn't sound like they have any plans to change it.
<a href="http://www.twitch.tv/naturalselection2/b/335793780" target="_blank">http://www.twitch.tv/naturalselection2/b/335793780</a>
I for one feel it's terrible to use and miss probably 75% of the time. Back in NS1 and could hit marines probably 75% of the time.
Came to post that I agree with this post
... alot smaller....
like 1 pixel.
<!--QuoteBegin-http://www.unknownworlds.com/ns2/wiki/index.php/Parasite+--><div class='quotetop'>QUOTE (http://www.unknownworlds.com/ns2/wiki/index.php/Parasite)</div><div class='quotemain'><!--QuoteEBegin-->Stats
Damage: 10
Damage Type: Normal
Attack delay: 0.5
Energy cost: 30<!--QuoteEnd--></div><!--QuoteEEnd-->
<strike>not sure if that's what attack delay is referring to, but it looks correct</strike>
ah, it's simply time between shots.
That would be really bad. We don't need such a delay.
And whats with parasiting buildings? Please bring it back!
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local trace = Shared.TraceRay(startPoint, startPoint + viewCoords.zAxis * kRange, CollisionRep.Damage, PhysicsMask.Bullets, EntityFilterTwo(self, player))
if trace.fraction < 1 then
local hitObject = trace.entity
local direction = GetNormalizedVector(trace.endPoint - startPoint)
local impactPoint = trace.endPoint - direction * kHitEffectOffset
self:DoDamage(kParasiteDamage, hitObject, impactPoint, direction)<!--c2--></div><!--ec2-->
This is still an issue: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121375" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=121375</a>