Xenocide Suggestion
gsx00
Join Date: 2012-12-21 Member: 175803Members
Since it seems to be fairly weak right now, and very few players are willing to choose to use an ability that takes themselves out of the game without any big impact (big impact may be overpowered. Instakill is generally never fun for the receiving end), how about making it a passive ability that goes off when the skulk dies no matter what?
Of course it could be balanced after that, such as research cost and damage and range. Other interesting things can be done as well, like acting like a bile bomb or spore cloud after death, with or without instant damage. Or something new, like just splattering their guts all over nearby marines so that they can't see for a little bit X[
Of course it could be balanced after that, such as research cost and damage and range. Other interesting things can be done as well, like acting like a bile bomb or spore cloud after death, with or without instant damage. Or something new, like just splattering their guts all over nearby marines so that they can't see for a little bit X[
Comments
I ended the game with xeno bomb on 7 marines getting their power up.
Its not great general purpose, but there are a few instances where it is epic.
passive activation on death is bad, goes against the established patern of hive abilities being active and chamber abilities being passive.
Possible ways to improve it could be
Charge up: make it highly visable but let the skulk charge up the explosion for more damage/raduis. posibly also aply a progressive speed penalty the more it is charged up, a full charge would be devistating but nigh imposible to use, partial charges much easier to use, but less devistating.
Secondary effect: have it do something in adition to just the standard damage, such as parasite all enemies in a huge radius, create several bile bombs, leave spores, knock down, blind, leave an acid puddle, create a large patch of infestation (maybe even with a cist), spawn a bunch of babbles, or some other such thing.
not disable other attacks: start exploding but keep biting
reduce/remove charge up time: click boom
True enough. Giving it a 'charge up' with the suggested movement slow would be interesting. It would add a little more skill to it's use beyond xeno/leap missiles. I don't agree about biting while charging, I'd rather see another implementation with a bit more risk/reward. (That's of course assuming any changes were made to something that's more or less fine as is.)
If players felt like that extra second of thought made a difference in the outcome it would do a lot for Xeno, even if it's mostly perception with mostly the same results.
I would love the idea of hold attack to charge, release to blow up, with you automatically blowing up at a certain charge. Basically, it would be the same as now with it actually making sense to not be able to attack (which I don't necessarily agree with). It would feel more awesome tho IMO. Maybe even have it so that at full charge it does more damage, but if you just hold it until you blow up that bonus is negated. Would add a bit more skill to the timing of xeno, at the downside of making it a lot more unpredictable to inexperienced players.
It only does 200 <i>light</i> damage so A1 marines will negate that entirely, at A2/3 it's totally worthless and garbage versus structures unless if they are badly injured. Even then it's only the damage 3 & 1/3 bites
If it's going to be light damage make it at least 300, maybe more or another damage type.
If it's going to be light damage make it at least 300, maybe more or another damage type.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not meant to one shot entire teams. Get one or two skulks to Xeno and then the Fades/Onos move in and kill all the marines in one hit that didn't die from the Xeno. Why not get a Lerk to gas the Marines before you Xenocide? I don't know why some of you people think Xenocide should basically one shot 5-6 Armor 3 Marines at a time. I've already seen Xenocide kill 6-8 Marines at once, what more do you want?
<!--quoteo(post=2050565:date=Dec 24 2012, 02:59 AM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 24 2012, 02:59 AM) <a href="index.php?act=findpost&pid=2050565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Imo it should be passive (On death), it would make for some cool bait and switch game play!<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope.
Of course Onos should become all red and seethe and tremble like mad so everyone knows what's coming (and fears it:D).
Given how an Onos often is an all-in unit, this would be epic. You have to decide whether to run away, do as much normal damage as you can before you die, or sacrifice yourself (if you survive the warmup which won't be easy) for a massive reward.
Basically Skulk Xenocide x10, in all regards.
Little extra: Marines can troll Noob Aliens into exploding their 75 res lifeforms:p
Of course Onos should become all red and seethe and tremble like mad so everyone knows what's coming (and fears it:D).
Given how an Onos often is an all-in unit, this would be epic. You have to decide whether to run away, do as much normal damage as you can before you die, or sacrifice yourself (if you survive the warmup which won't be easy) for a massive reward.
Basically Skulk Xenocide x10, in all regards.
Little extra: Marines can troll Noob Aliens into exploding their 75 res lifeforms:p<!--QuoteEnd--></div><!--QuoteEEnd-->
Things like these make me wish there was a humorous suggestions section of the forums
That is a straight buff.
If it's going to be light damage make it at least 300, maybe more or another damage type.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kXenocideDamage = 200
kXenocideDamageType = kDamageType.Normal
kXenocideRange = 14
kXenocideEnergyCost = 30<!--c2--></div><!--ec2-->
I've always been for Xenocide being heavy damage, but then that would be too big a hit to Exos at the expense of it always one shotting marines. But hey, then they'd know what it's like to have a shotgun in your face.