Skulk ability - grapple
B0K
Join Date: 2012-12-14 Member: 175116Members
Did a few searches but without a lot of digging, this may have been suggested already!
How about a new skulk ability where if you are within a foot of a marine, you can cling to his body (the back seems logical). He would need teammates to shoot you off.
edit: after some constructive criticism, the suggestion is specifically that the player would have to use leap and hit the crouch key on contact with the marine for the grapple to work. the timing window allows fine-tuning to require the correct amount of skill.
How about a new skulk ability where if you are within a foot of a marine, you can cling to his body (the back seems logical). He would need teammates to shoot you off.
edit: after some constructive criticism, the suggestion is specifically that the player would have to use leap and hit the crouch key on contact with the marine for the grapple to work. the timing window allows fine-tuning to require the correct amount of skill.
Comments
As long as it doesn't do damage but hinders Marines like a slow or root effect. Although a Marine running around screaming 'shoot this dog on my back' would be worth it all by itself, even if I died every time I tried it.
and yes this has been suggested a few times before, don't worry as it isn't your fault. The forum search is seriously lacking. However you might want to bookmark the advanced search as that one does get result :) <a href="http://www.unknownworlds.com/forums/index.php?s=&act=Search&mode=adv&f=0" target="_blank">http://www.unknownworlds.com/forums/index....ode=adv&f=0</a>
It will not. I think it's a great idea. If marines are loners and a skulk get on his back an set his teeth in it the marine takes little dmg a second and need a teammate to shoot it off his back. The skulk can choose to leave his back or to stay when the marine get almost in base. THe marine will have time enough to seek a buddy.
You have 3 advantages:
*Players who are aliens and are bad in it, can choose this solution to win from a good playing marine who choose to go alone
*Jetpackers can hold to the ground, giving other aliens the oppertunity to kill a jetpacker as skulk!
*It's fun! Sometimes the game lacks fun... in NS1 we laughed about the Onos who eates marines
You have 3 advantages:
*Players who are aliens and are bad in it, can choose this solution to win from a good playing marine who choose to go alone
*Jetpackers can hold to the ground, giving other aliens the oppertunity to kill a jetpacker as skulk!
*It's fun! Sometimes the game lacks fun... in NS1 we laughed about the Onos who eates marines<!--QuoteEnd--></div><!--QuoteEEnd-->
No one liked getting devoured.
So an advantage is a player who is legitimately more skilled can lose an engagement against a player who is complete ###### compared to them? Sounds fair. Should we go ahead and distribute a copy of Harrison Bergeron with every copy of NS2 now?
I'm being sarcastic.
So an advantage is a player who is legitimately more skilled can lose an engagement against a player who is complete ###### compared to them? Sounds fair. Should we go ahead and distribute a copy of Harrison Bergeron with every copy of NS2 now?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, every good game is made that way. If a more skilled player slips up, there should be a way for a lesser skilled player to beat him. If that would not be possible in a game, it would be very boring.
Here's an idea. If you're a bad player and are dying to solo marines who are good.... get better.
<!--quoteo(post=2046091:date=Dec 15 2012, 12:34 AM:name=Paniohitus)--><div class='quotetop'>QUOTE (Paniohitus @ Dec 15 2012, 12:34 AM) <a href="index.php?act=findpost&pid=2046091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*Jetpackers can hold to the ground, giving other aliens the oppertunity to kill a jetpacker as skulk!<!--QuoteEnd--></div><!--QuoteEEnd--> See my first point. A skulk can kill a jetpacker. Sure, it's not super easy, but it's certainly more than doable. If someone can't kill a jetpacker as a skulk, then... they can get better and keep trying.
So a lesser skilled player managing to get within melee distance before the more skilled player's aimbot manages to kill him equals a mistake worthy of the better player losing? Makes sense. Are you applying for the Handicapper General position this year?
I don't think you realize how astoundingly retarded this suggestion is. This game is about aliens getting in melee range to bite marines down to death or swipe or gore or whatever their life form ability is. But apparently I should listen to points about how we should let players who are worse win versus players who are better just because they got close enough to land 1 bite?
This is an atrocious suggestion that violates things that dev's have strived to achieve in their design for NS2, and what I believe, and most people who aren't morons believe is how NS2 should be. This should be in a joke suggestion board, downvoted to oblivion (but this forum software doesn't have that), I cannot believe that anyone can actually take this suggestion seriously.
anyone who suggests this wouldn't take skill isn't thinking things through imho. srsly guise.. srsly
also don't people think it would leverage the already awesome wall-walking code? I mean the code (must have been complicated) that makes the skulk model look like it is actually walking on the wall (or ceiling) instead of floating along next to it. the back of the target could be used as the skulk wall-walk target and reuse that cool code.
it's not about making a n00b powertool, it's about making marines cautious again later in the game.. and making them have to stay in groups.
and lastly.. just the idea of leaping at a jetpacker and clinging to him/her... man, it would be cool. (obviously would not require any skill.. obviously guise).
95% of people would never even try it since it's complicated, the other 5% (like me) would keep trying it and never manage it, and competitive people would put it down to an art <grin>.
So an advantage is a player who is legitimately more skilled can lose an engagement against a player who is complete ###### compared to them? Sounds fair.<!--QuoteEnd--></div><!--QuoteEEnd-->
bit negative are we?
any idea sux if it's implemented wrong. instead of seeing the worst case scenario, think of how you would enjoy this in a game. if that's not possible, fine, tell us why. I don't think you did that dude!
I get the point. I don't want to be instakilled by someone playing for their first time and walking up to me under camouflage. ok, let's not do that! we agree Champlo0!
now think of the other side. you are a marine. you have all your upgrades. nice shotgun. you still want to check the ceilings and have someone with you and not just plow forward solo into room after room, because they have a second hive and you wouldn't want one of those things to drop on you.
would be hard to implement, might be really cool if done right, def needs discussion (not dis-ssing).
the idea (not only mine! cool!) spawned from thinking of what the skulk is and what would naturally happen in the hypothetical marine-alien encounter. if a dog attacks you, it's probably going to grab you once (the throat I would presume) and not let go. dog, lioness, whatnot.
so.. discussion.
only from behind +- x angle? 30deg?
only against jetpack? (seems wrong)
only with leap? (have to hit crouch key at moment of contact?)
or: not at all _because x, y_
And Champloo, you apparently didn't read my post. I never once mentioned I supported the idea. I even said I wasn't sure because of its ability to turn into an abusable mechanic if not properly implemented and recommended what I thought was a possible compromise. All I did was point out that softening the learning curve for new players and keeping a high skill ceiling for veteran players can both be accomplished and should be discussed fully before shouting the person down with ad hominen attacks. And what do you do in return, shout me down with ad hominem attacks. If you don't want this game to ever develop, bring in more players, and become a larger success than keep trying to shut down anyone who doesn't agree with your interpretation on the game.
it would be silly, if it was cheap and easy. make it expensive and make it take skill.
?
As i stated in my thread about pretty much the same <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121605" target="_blank">suggestion</a>, the marine could fling around the skulk by turning/jumping. Imagine how hilarious that would look :D
Think the main problem is the combination with higher lifeforms, something jumping on my back slowing me down while a lerk is diving me, or if a fade is blinking around me, or if I'm running after an onos... Sounds really not fun.
<!--quoteo(post=2046891:date=Dec 16 2012, 04:30 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Dec 16 2012, 04:30 PM) <a href="index.php?act=findpost&pid=2046891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mentality of this community to those who don't agree with them is very off putting, childish, and will be a detrimental to the game in the long run.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I noticed that too, not really sure what's up with that. If an idea is actually as bad as they think it is, then it's not going to get implemented anyways, so why be a ###### about it?