ITT:We make crappy suggestions and come up with poor ideas.

JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
All the assault rifles should be replaced with Sonic Cannons, so Marine bullets can travel through walls. I think it'd make the game more balanced.

Also, Gorge's should be able to ride on the back of Onos's, on saddles

There should be warm up rounds where all the marines start in Exos, and all the aliens as Onoses
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Comments

  • SolidSpiderSolidSpider Join Date: 2013-04-14 Member: 184805Members
    X-Ray goggles for marines, because walls are OP
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited July 2013
    Plasma and nerve gas grenades, taser too. Xeno for Onos so you can charge n a Marine base and make a huge explosion of Onos all over everything leaving it covered in Bile. Like a siege weapon...but for aliens...and you can move it easier.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    No clipping sharkfin onos plz
  • fragglerfraggler Join Date: 2013-06-16 Member: 185588Members, Reinforced - Shadow
    1) flame-grenades for the nade launcher => will cause a 30 sek fire in the explosion range.
    2) night vision for marines to see better in rooms without power.
    3) gorge acid => same like flamethrower but only for aliens.
    4) remote mines => marines get a 007 watch to blow them up... like in N64 golden eye.
  • PaLaGiPaLaGi Join Date: 2008-01-03 Member: 63331Members, Constellation
    we should make a mod so that we can play b249 again.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Game needs more bunnies
  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    PaLaGi wrote: »
    we should make a mod so that we can play b249 again.
    There already is.
  • JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
    If you deploy 5 ARCs together, and have "Bio Bomb" researched, they can call in a bio bomb. All the ARCs need to survive for 30 seconds, and if they do, they kill every living thing thing within 1000 units, except for people in Exos.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Let's make flamers and nades give marine team auto-win,
    O w8, they already do.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited July 2013
    tenderloin wrote: »
    PaLaGi wrote: »
    we should make a mod so that we can play b249 again.
    There already is.

    Where?
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    A new lifeform called the Super Alien.

    Can climb on walls
    has all the abilities of a gorge
    can fly
    can blink and shadow
    can stomp
    does 200 damage every attack
    can attack every .1 s
    Auto attack when in range of marines
    Can only die from axe
  • JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
    shriike wrote: »
    A new lifeform called the Super Alien.

    Can climb on walls
    has all the abilities of a gorge
    can fly
    can blink and shadow
    can stomp
    does 200 damage every attack
    can attack every .1 s
    Auto attack when in range of marines
    Can only die from axe

    No way, we should make a new exo.
    It has Dual Railguns AND Dual miniguns,
    Automatically fires weapons and headshots all aliens
    Can go at 20 speed
    Can dispense MACs, and auto heals itself
  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    edited July 2013
    The best balance mod ever!

    Marines
    Nanoshield is now a large area of effect bubble that reduces incoming damage to all affected targets by 90%. Lasts 30 seconds and clings to marines after they leave the bubble until it's over.
    Flamethrower can now be fired forever. No ammo clip size, no need to reload.
    Grenade launchers now unload and reload all 4 grenades simultaneously. Ammo capacity increased to 128.
    Marines now have EMP, activated by taunting. EMP range increased.
    Shotguns now fire twice as many bullets and the bullet spread is now adjusted on the fly to increase the likelihood of one-shotting aliens from any distance.
    Pistol fire rate is no longer capped. In fact, all 10 bullets in the clip are now shot instantly.
    The pistol now has unlimited clips and a 4x scope.
    Pistol renamed to Sniper Rifle.
    Marines have ditched the switchaxe in favor of the larger and deadlier katana.
    Marines can now camouflage anywhere, at any moment. Exos too.
    Added rocket launcher exosuit. Fires rockets that deal 200 damage on a large radius. Secondary weapon is either a minigun or a railgun, interchangeable in the field.
    Added katana exo. Just because.
    Added double katana exo. Just because.

    Aliens
    Aliens move, heal and recover energy 100% faster when on infestation.
    Gorges can now place unlimited hydras and they no longer need to be grown.
    Gorges can now spawn up to 10 babbler eggs and up to 30 babblers can be attached to any alien.
    Babbler health increased to 100 and damage increased to 25.
    Babblers now cling to marines, dealing damage over time until another marine shoots the babbler off him.
    Crags now deal damage to nearby marines like the Gorge heal spray. Crags heal twice as fast as a Hive and stack with other crags.
    Shades now always have ink active. Ink effect increased to prevent marines from seeing anything beyond melee range.
    Echo no longer has a cooldown and teleport structures instantly. Structures no longer need to be within range of the shift.
    Whips now throw back grenades and bullets and are immune to fire. Damage increased to 50.
    Biomass is now unlimited and all levels can be researched at one hive.
    Similarly, chamber upgrades are now unlimited. Place as many Shells, Spurs and Veils as you want, every one of them will increase the effectiveness of the alien traits.
    Camouflage is now always 100% and only breaks for half a second when the alien is shot.
    Vortex now pulls enemies into it. Enemies caught in the vortex now take damage over time and all damage taken is increased by 100%.
    Vortex can be used on other aliens, making them invulnerable to all damage and increasing their damage output by 100%.
    Xenocide damage increased to 280. Xenocide also deals 400 bile damage to all structures within its range. Full damage is dealt within its range.
    Lerk spikes now bypass armor on marines and deal extra damage to Exos.
    Marines are now affected by Umbra, which causes all damage dealt to them to bypass armor.


    That ought to balance the game for real.
  • JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
    Sorry for the necro, but I got a good one.

    Jumping on the head of marines as a skulk can snap their neck, killing them instantly.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    edited September 2013
    I would add some cute but utterly useless mascots into the game that would just scurry around mindlessly, beep, meep, beeep, and cause the servers to lag and clients to stutter.

    Also, lamethrower. Similar to flamethrower, but a tad weaker.
  • CD121CD121 Join Date: 2013-04-04 Member: 184635Members, Reinforced - Shadow, WC 2013 - Shadow
    Moar cowbell?

    Seriously, a vote option to give any single player a cowbell around their neck, alien or marine. It always makes noise... always- especially while moving. Generates lulz fun for all.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited September 2013
    Marines need to be able to jump further. In fact, let's just let them walk on the walls, because science.

    Also, xenocide doesn't kill or harm the skulk in any way, and has a 0.1 second cooldown. Just hold down the button and spray death all over the map.

    Also, marines need a really really fat "george" marine who can heal vomit. "uh... that's okay I'll just go back to the armory".

    Skulk models are resized to be onos sized. Onos models are resized to be babbler-sized. No damage changes ;)
    StrikerX3 wrote: »
    The best balance mod ever!

    Marines
    Nanoshield is now a large area of effect bubble that reduces incoming damage to all affected targets by 90%. Lasts 30 seconds and clings to marines after they leave the bubble until it's over.
    Flamethrower can now be fired forever. No ammo clip size, no need to reload.
    Grenade launchers now unload and reload all 4 grenades simultaneously. Ammo capacity increased to 128.
    Marines now have EMP, activated by taunting. EMP range increased.
    Shotguns now fire twice as many bullets and the bullet spread is now adjusted on the fly to increase the likelihood of one-shotting aliens from any distance.
    Pistol fire rate is no longer capped. In fact, all 10 bullets in the clip are now shot instantly.
    The pistol now has unlimited clips and a 4x scope.
    Pistol renamed to Sniper Rifle.
    Marines have ditched the switchaxe in favor of the larger and deadlier katana.
    Marines can now camouflage anywhere, at any moment. Exos too.
    Added rocket launcher exosuit. Fires rockets that deal 200 damage on a large radius. Secondary weapon is either a minigun or a railgun, interchangeable in the field.
    Added katana exo. Just because.
    Added double katana exo. Just because.

    Aliens
    Aliens move, heal and recover energy 100% faster when on infestation.
    Gorges can now place unlimited hydras and they no longer need to be grown.
    Gorges can now spawn up to 10 babbler eggs and up to 30 babblers can be attached to any alien.
    Babbler health increased to 100 and damage increased to 25.
    Babblers now cling to marines, dealing damage over time until another marine shoots the babbler off him.
    Crags now deal damage to nearby marines like the Gorge heal spray. Crags heal twice as fast as a Hive and stack with other crags.
    Shades now always have ink active. Ink effect increased to prevent marines from seeing anything beyond melee range.
    Echo no longer has a cooldown and teleport structures instantly. Structures no longer need to be within range of the shift.
    Whips now throw back grenades and bullets and are immune to fire. Damage increased to 50.
    Biomass is now unlimited and all levels can be researched at one hive.
    Similarly, chamber upgrades are now unlimited. Place as many Shells, Spurs and Veils as you want, every one of them will increase the effectiveness of the alien traits.
    Camouflage is now always 100% and only breaks for half a second when the alien is shot.
    Vortex now pulls enemies into it. Enemies caught in the vortex now take damage over time and all damage taken is increased by 100%.
    Vortex can be used on other aliens, making them invulnerable to all damage and increasing their damage output by 100%.
    Xenocide damage increased to 280. Xenocide also deals 400 bile damage to all structures within its range. Full damage is dealt within its range.
    Lerk spikes now bypass armor on marines and deal extra damage to Exos.
    Marines are now affected by Umbra, which causes all damage dealt to them to bypass armor.


    That ought to balance the game for real.

    SamusDroid, make it happen! :)
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Dual Exos get a fat, red button in their interface. Once you push it, you win the game instantly.
  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    Haha, I almost forgot about this. There are some neat ideas in there, if a bit too powerful.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited September 2013
    tuxedo gorge with tie using nvidia physx
  • BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
    Marines should be able to nuke from orbit.
  • NazoNazo Such Is Life in The Zone Join Date: 2010-12-16 Member: 75720Members, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Gold
    Ladies and GentleSkulks I present the...

    INFANTRY ARMORY

    2090805EFAE9B18712DBDCC107F78EC06DAC6C00
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Gorge spit now shoots with the same ROF and spread as a rifle.

    ... God, that'd feel so satisfying to shoot
  • ParagonParagon Join Date: 2012-11-06 Member: 167573Members
    Nazo wrote: »
    Ladies and GentleSkulks I present the...

    INFANTRY ARMORY

    2090805EFAE9B18712DBDCC107F78EC06DAC6C00

    With a little imagination, one could think it's some kind of a futuristic toilet.

  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Another crappy suggestion:

    Aliens have babblers, right? And they are useless. So marines need something of equal uselessness to counter them.

    How about buying posters for 1 res each that could be glued to walls with very mocking and belittling content towards the aliens - slogans like "Aliens - Shmaliens", "Suck it, bug!", "Cockroach of the month", and "Insects unlikely to win the war."

    That will teach them!
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    I want a skulk tunnelling upgrade so they can swim through land. Also, whenever they do this, the Jaws theme must play.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    StrikerX3 wrote: »
    The best balance mod ever!

    Similarly, chamber upgrades are now unlimited. Place as many Shells, Spurs and Veils as you want, every one of them will increase the effectiveness of the alien traits.

    Seriously that sounds like something quite fun, with the right price for the 4th+ chamber. Celerity 7 speed wall jumping skulk!

  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    edited September 2013
    Draconis wrote: »
    StrikerX3 wrote: »
    The best balance mod ever!

    Similarly, chamber upgrades are now unlimited. Place as many Shells, Spurs and Veils as you want, every one of them will increase the effectiveness of the alien traits.

    Seriously that sounds like something quite fun, with the right price for the 4th+ chamber. Celerity 7 speed wall jumping skulk!

    Level 10 adrenaline + leap = flying skulk! :D
    Kamamura wrote: »
    Another crappy suggestion:

    Aliens have babblers, right? And they are useless. So marines need something of equal uselessness to counter them.

    How about buying posters for 1 res each that could be glued to walls with very mocking and belittling content towards the aliens - slogans like "Aliens - Shmaliens", "Suck it, bug!", "Cockroach of the month", and "Insects unlikely to win the war."

    That will teach them!

    Let's add a festive hand grenade that explodes in a shower of confetti.
    JCDenton wrote: »
    Sorry for the necro, but I got a good one.

    Jumping on the head of marines as a skulk can snap their neck, killing them instantly.

    Jumping on top of marines as an Onos should instantly kill them, no matter what. Exos should take a lot of damage as well.

    And we should totally replace the Fade's claws with lightsabers.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    StrikerX3 wrote: »
    Level 10 adrenaline + leap = flying skulk! :D

    Crashing skulk***
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