Backstab = instant death
Falrinth
Join Date: 2013-06-28 Member: 185756Members
Implementing backstab mechanic will make the gameplay so much more tactical. It will also add depth of a stealthy melee aliens creeping above their targets waiting for best opportunity to strike. Right now succesfull ambush means only that you succesfully land 1 of 3 attacks needed for kill. And before you land 2 more hardcore marine can bunnyhop out of your strikes and kill you. Isnt it a bit lacking? I personally would love to see aliens get some bigger adventage for succesfull ambushes. This way marines will also get more depth of gameplay by adding some thrill and need of carefull team tactics and area scanning, insetad of wild bunnyhoping and flying around like insects.
Even very old shooter i enjoyed like millenia ago "Enemy Territory" had backstab mechanic. I dont understund why it cant be done in this game too.
Basically idea is to make marines fear of aliens braking their lines and ambushing from any side but frontal.
Even very old shooter i enjoyed like millenia ago "Enemy Territory" had backstab mechanic. I dont understund why it cant be done in this game too.
Basically idea is to make marines fear of aliens braking their lines and ambushing from any side but frontal.
Comments
imagine of your a marine, a skulk got the drop on you and you are dead,unfair right because aliens can get camo and silence, so no marine is safe, an A3 marine gets killed by a skulk instantly, it'd make people leave the game. this is not a common FPS,if you dont already know that. it'll encourage solo skulks which is not the aim of the game, its a TEAM game, anv a SKILL based game, the backstab will remove a way to get experience on the game etc etc. also whats an e-sport? like fantasy football?
And this definitely has nothing to do with the fact that the game is flooded with rookies from the Steam Sale right now who tend to flock to the faction with the gameplay mechanics that they are already familiar with… :-$
This is not the first Steam Sale. It's basically the third time we see this pattern. Been there, done that. Things will normalize in a week or two once more players got some practice with alien play. You can't make any serious observations about balance and gameplay right now.
Cloaked aliens are only spotted if they move (this includes looking around, because it will change the orientation of your semi-cloaked model and thus makes it easier for marines to notice the movement) and if the marines are aware that a cloaked alien is probably around in that room from a previous encounter or a noise.
They used to be fully invisible in the past and it was quite a broken mechanic where you could just get into melee range of a marine by sitting somewhere - in melee range do aliens have the advantage and fights are basically decided by how many bullets a marine was able to get into that alien before it got into range.
Besides that Phantom is the recent merge of the previously separated traits Silence and Phantom, so it's already a straight upgrade compared to past stealth mechanics. You actually pick it for the Silence effect. The Camouflage is just an added situational bonus.
You seem to lack any understanding of good game design if you think that 1-hit kills are a fun gameplay element for both sides. Especially if you spent a lot of time waiting for the resources to get your new equipment together. Besides that it's pretty easy to get into the back of a marine in a fight by jumping around, even after he spotted you.
Now, your suggestion could be interesting if expanded on. Try this...
Give skulks an upgrade that allow them to stalk marines. The longer a skulk looks at a marine it gets a bonus damage multiplier, which is destroyed as soon as the marine looks at the skulk. It would take some work and some fleshing out of details, but I think it would be a lot more interesting and satisfying on both sides than just an instant kill from a back attack.
If you don't allow this, there's no way for the player performing the backstab to tell if it will connect.
One hit kills is not fun for the people dying and for the most part not skilled.
I hate COD games because of instant kill knifes and other bullshit because it takes skill out of gaming and encourages people to be lazy and not learn to be a skilled player.
To the author of this topic, you sound like one of the new breed of FPS gamers in which COD or COD cloned games have influenced your game play style.
I urge you to use NS2 as a new platform to learn how to enjoyed a more skilled form of combat.
That being said even with the latest build fades and lurks are still over powered, fade can still kill in 2 quick swipes and lurk can kill in one bite if he bites a marines face.
One hit kills over and over again from an enemy is how i know when someone is cheating as the odds of getting the marine face every time is very low.
On what are you basing this claim? O.o ... I was under the impression there was no change in damage done to a target based on where you hit/bite them.
Also on topic backstab mechanics are terrible, due to latency issues its never a very smooth thing to implement and more often than not it leaves people feeling frustrated by what seems to them to be a facestab.
Its still very much possible to handle a marine quickly and cleanly before they have a chance to respond, it just takes a bit more skill than waiting until you are behind them, which is exactly how it should be.
And fades cant 2 swipe anymore. Fade swipes per armor are A0=3 swipes, A1=3 swipes, A2=4, A3=4.
Dude did you just make that stuff up right as you posted? LOL that is total BS first of all, and I love that you state that this is how you KNOW someone is cheating? LOLOL
Thank you, saved me the time typing this.
NS2 is not like any other FPS. It's not two equal groups with similar abilities facing off - it's two completely different entities doing battle, and mechanics that work in other shooter/combat games just don't fit into NS2.