Alternate skulk attack: chewing

bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
edited October 2012 in Ideas and Suggestions
<div class="IPBDescription">Hold mouse1 to do dot</div>I noticed players complain about a too low skill ceiling of the skulk and i came up with an idea: Let skulks chew on marines when they land a hit. While he chews on the marine, play a sound similar to a dog chewing on his favourite bone/pair of slippers.

What if skulks could hold their mouse1 after a successful bite in order to stick onto their target and not let go. They would only do a fraction of bite dps constantly over time and they would slow down the marine they are chewing on. Here is the catch: the skulk would move along with the marine as he spins. That would leave marines very dependent on their teammates if ambushed from behind as they can not (or only very hardly) hit a target stuck on their back.

I'm not sure how much effort would have to be spent to implement the physics to make this look good (imagine the skulk as fixed to the marine at one point (his jaw) and his body being flung around as the marine turns) and I'm certain this wont make it in 1.0 but I figured I should post it before i forget about it.

Imo the chewing should not happen on buildings as that could be annoying (less dps than bite).

Possible effects:
-Skulks become more versatile
-Skulk play becomes harder to master
-Could act as a counterpart to rifle bash
-Skulks have an easier time against jetpacks

I think when it comes to alien movies/games, this "It's catched onto me" fear is one of the main factors in generating tension and it would be cool to have that in ns (Compare headcrabs in HL).

Comments

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    I imagine this being used as a troll move.
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    I'm imagining how very funny that would look with a skulk pinned to a marines back as he spins around trying to shoot it..
  • EvoluteEvolute Join Date: 2012-10-03 Member: 161361Members, Reinforced - Shadow
    I love this idea! It sounds so awesome and yet so terrifying.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited October 2012
    I wouldn't mind seeing this tried first as a MOD. I think marines need to be really punished for letting skulks get right on top of them. This would encourage marines not to rambo but coordinate and work as a well oiled machine.
  • lolwowlolwow Join Date: 2012-10-06 Member: 161681Members
    edited October 2012
    so basically every marine vs skulk 1on1 encounter ends in the marine's death?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1987800:date=Oct 6 2012, 11:39 AM:name=lolwow)--><div class='quotetop'>QUOTE (lolwow @ Oct 6 2012, 11:39 AM) <a href="index.php?act=findpost&pid=1987800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so basically every marine vs skulk 1on1 encounter ends in the marine's death?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a funny idea, but yeah, this.

    Maybe enable the skulk to hold on for a limited amount of time and doing a fixed amount of damage for a fixed amount of time. Say 20hp/2 secs. After that skulk is dropped. In that 2 secs period, marine is slower, like when pack animals single out their target and weigh it down. obviously, if the skulk is killed 1 sec into the bite by another marine, only 10hp damage is done, marine also recovers normal speed.
  • CamronCamron Join Date: 2011-01-06 Member: 76356Members
    It would be funny if the skulks stay attatched even if the Marine gets beaconed or uses a phase gate.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    <!--quoteo(post=1987800:date=Oct 6 2012, 11:39 AM:name=lolwow)--><div class='quotetop'>QUOTE (lolwow @ Oct 6 2012, 11:39 AM) <a href="index.php?act=findpost&pid=1987800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so basically every marine vs skulk 1on1 encounter ends in the marine's death?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The marine would still be able to shoot the skulks body unless he got caught directly from behind. Also the marine could free himself with the rifle butt and the chewing damage would be significantly lower than normal biting so the marine does not die as fast. Optimally you would have one skulk latch onto a marine and have another alien easily pick him off. This would especially be effective vs jetpacks.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1987800:date=Oct 6 2012, 05:39 AM:name=lolwow)--><div class='quotetop'>QUOTE (lolwow @ Oct 6 2012, 05:39 AM) <a href="index.php?act=findpost&pid=1987800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so basically every marine vs skulk 1on1 encounter ends in the marine's death?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah this idea is bad.


    Skulk doesn't have a problem with low skill ceiling, besides lack of good walljumping. If you want to fix a class, fix the onos.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I'm seeing a trend with your posts Tim. Seem's anything that might add a new mechanical element to the game is bad in your book.

    Also, it isn't instant death, and if you're dumb enough to go out alone and let a skulks drop from the ceiling onto your back, you should be punished. Right now, you can just bunny hop around and mitigate much of the surprise and advantage.
  • havok?havok? Join Date: 2012-05-22 Member: 152462Members, NS2 Map Tester
    How does holding down mouse 1 raise the skill ceiling?
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    <!--quoteo(post=1987997:date=Oct 6 2012, 04:45 PM:name=havok?)--><div class='quotetop'>QUOTE (havok? @ Oct 6 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1987997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How does holding down mouse 1 raise the skill ceiling?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I also thought this was the opposite of what your asking for.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Holding mouse1 is what you currently do when playing skulk. By giving the skulk another way of attacking they become harder to master. More complexity -> higher skill ceiling. Effectively using this could mean for example releasing the bite at the right time so the marine effectively launches you off, preferable towards your next victim or in order to retreat.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    If you allowed players could jump or even leap off, that would add another level of complexity I would love to see.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I don't agree about the chew doing continual damage.

    I like the idea of latching on. Could stop a marine from wild jumping so if a pack of coordinated skulks grab a marine. 1 latches on the rest pack rush him as he can't jump away to evade them.

    Also latching to a jetpacker an dragging him down to the ground.

    Get rid of hypermutation - make it a chamber upgrade so not all skulks have it.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1987987:date=Oct 6 2012, 06:39 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Oct 6 2012, 06:39 PM) <a href="index.php?act=findpost&pid=1987987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm seeing a trend with your posts Tim. Seem's anything that might add a new mechanical element to the game is bad in your book.

    Also, it isn't instant death, and if you're dumb enough to go out alone and let a skulks drop from the ceiling onto your back, you should be punished. Right now, you can just bunny hop around and mitigate much of the surprise and advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    New mechanical elements are usually half-baked and full of problems - its why UWE tends to get alot of flak whenever they add one.

    I personally came up with an identical idea of 'chewing', but for the lerk class when people were debating what its bite replacement should be. People argued against it then, and I can see its problems.

    1v1 there should not be an i-win ability that slowly kills the opponent. Thats the reason they took out devour.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1987800:date=Oct 6 2012, 06:39 AM:name=lolwow)--><div class='quotetop'>QUOTE (lolwow @ Oct 6 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1987800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so basically every marine vs skulk 1on1 encounter ends in the marine's death?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually the game is balanced around a lone skulk killing a lone marine a large percent of the time.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1988214:date=Oct 7 2012, 03:32 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Oct 7 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1988214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually the game is balanced around a lone skulk killing a lone marine a large percent of the time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It really isn't.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited October 2012
    I personally don't see it as an I-win mechanic. I agree those mechanics are no fun because they remove all player control for one of the players. If i'm understanding the chewing machanic right, it merely rewards you for the surprise by giving you a free amount of damage while putting you in a good position at the beginning of the engage. I don't think anyone here thought the chewing should stick until the marine died.

    Drop on a fresh lone marine, chew him for a second or two doing a set amount of damage, maybe just removing his armor completely, then jump off and finish the engage. The marine still can fight back and have a chance to win, especially if he has a shotty. Also, Marines would still have full aiming control, maybe just a slight slow down in movement. So if you tried to chew him from the front, you would just get mowed down.

    At the same time, it would be bad to use within large squads of marines because it pretty much makes you a giant sitting target for the whole chew period.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1988220:date=Oct 7 2012, 03:55 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Oct 7 2012, 03:55 PM) <a href="index.php?act=findpost&pid=1988220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It really isn't.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Errr I meant to say it's supposed to be balanced that way. Ranged hitscan weapons = the ability to cover eachother. Makes perfect sense.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    This idea reminds me of these little ######s...

    <img src="http://images.wikia.com/fantendo/images/e/ef/Paragoomba_NSMBDIY.png" border="0" class="linked-image" />
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I love OP's Idea.

    It's what evry marine should know: "If one of those things come near me im done."

    Leap could add this feature though. So if you leap at an marine, he gets either tackled to the ground like stomp or you jump on him, making your bite double effective as the marine needs to push you away.
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    edited November 2012
    <!--quoteo(post=1988069:date=Oct 7 2012, 01:15 AM:name=WorthyRival)--><div class='quotetop'>QUOTE (WorthyRival @ Oct 7 2012, 01:15 AM) <a href="index.php?act=findpost&pid=1988069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't agree about the chew doing continual damage.

    I like the idea of latching on. Could stop a marine from wild jumping so if a pack of coordinated skulks grab a marine. 1 latches on the rest pack rush him as he can't jump away to evade them.

    Also latching to a jetpacker an dragging him down to the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, I really like this idea. One skulk latches on, Marine gets a medium reduction in jump height and air control. Attack does no damage, just a mez effect.

    Then if two skulks latch on, a strong slow. Three, complete immobilization but Marine can still fire at immobilizing skulks.

    It will never happen, and it feels very 'Left 4 Dead', but maybe that's why I like it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Again this one comes to mind, make the marine jump up and down to dislodge the micro Skulks... <a href="http://lh6.ggpht.com/_5lIbUH5s9lc/S00X2PgMQ7I/AAAAAAAALCY/ZicMHI5a5t0/Microgoomba.jpg" target="_blank">http://lh6.ggpht.com/_5lIbUH5s9lc/S00X2PgM...Microgoomba.jpg</a>
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Yes, jumping up would flail the skulk's butt upwards making it easy to shoot.
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