Acid Rocket Suggestion
Pootify
Join Date: 2004-02-09 Member: 26319Members
<div class="IPBDescription">Not a damage complaint</div> I think that the acid rockets as they are somewhat underpowered, but I don't think they should go back to the fear-of-God-instilling projectiles that they were in the earlier versions. My suggestion is to have them temporarily disable marine electronics.
By this I mean: turrets, electrified RTs/TFs, and of course, jetpacks. A hit from an acid rocket would disable them for 2 seconds or so (needs playtesting), making turrets/electricity harmless and jetpackers drop to the ground (I'm thinking for JPs, it just instantly drains all their fuel). It makes some logical sense as well-- acid gunking/burning up the works.
If the rocket was returned to it's 3.0b1 energy cost (2x of what it is in b2) and the damage stayed the same (or maybe lowered, this is a poweful ability) I think this would be a good compromise between marines who hate rocket spam and aliens who want a true hive 3 ability.
On a side note, I also think the gorge bile bomb should at least push marines around a little, even if it does no damage. It just looks and sounds too powerful to not do anything.
By this I mean: turrets, electrified RTs/TFs, and of course, jetpacks. A hit from an acid rocket would disable them for 2 seconds or so (needs playtesting), making turrets/electricity harmless and jetpackers drop to the ground (I'm thinking for JPs, it just instantly drains all their fuel). It makes some logical sense as well-- acid gunking/burning up the works.
If the rocket was returned to it's 3.0b1 energy cost (2x of what it is in b2) and the damage stayed the same (or maybe lowered, this is a poweful ability) I think this would be a good compromise between marines who hate rocket spam and aliens who want a true hive 3 ability.
On a side note, I also think the gorge bile bomb should at least push marines around a little, even if it does no damage. It just looks and sounds too powerful to not do anything.
Comments
I really like this suggestion! If the whole thing isn't taken then at least the part about draining fuel from the jetpack. Finally something that fades can do about the JPs.
I'd also have to agree with the bile bomb statement. Giving it some push wouldn't hurt anything and would definitely go along with that huge ball of goo.
At the very least the jetpack disabling idea. It would go along well with that other topic of the third hive ability being a 'support ability'. If necessary, the RoF of Acid Rocket could be decreased or energy required increased so that a Fade can't become a one man jetpack hunter without having a certain degree of skill. (Acid rocket + Blink + swiping = fairly high energy loss!)
I'm not sure I'm keen on the disabling electricity fields, but it may work. The fade would still need someone there to attack the RT while it's disabled (especially with increased energy consumption), so it's not as though the fade will be able to attack the RT without either taking damage, or doing it very slowly (if alone).
It comes late enough in Classic, that one side should be reaching a point of domination soon, if not already. And for Combat, it removes the 'expert skulk vs mediocre jetpacker'. Not to mention makes Acid Rocket worthwhile again.
But how about one small addition: immobilizing Heavy Armor Marines. That way, not just JP's get affected. Also, it would make sense, as HA is basically a giant body suit.
Oh, and another idea came to mind: ability to disable grenades? In practice, this means: grenade gets hit by an acid rocket, makes a little fizzing noise or somesuch and either doesn't explode, or explodes with very reduced damage. Basically umbra for grenades. Thoughts?
Perhaps it should be renamed to something more gunk-ifying, rather than 'acid rocket,' which evokes marines screaming as their faces melt off. Maybe something like Adhesive Rocket or something. Web Grenade? Adhesive Grenade? Hum...
Maybe it should just be called 'Gunk' ;p
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