Secondary Fire Stuff
Moving_Target0
Join Date: 2006-12-21 Member: 59174Members
<div class="IPBDescription">Yes, more ideas on this.</div>Hey. I've been spending a lot of time as a forum lurker and not enough time as a poster recently, but here's a few ideas that I had for the alternate fire of various marine, and alien, weapons. For starters, I will work with the standard NS attacks / weapons, and I will continue on with various other ideas and the alternate fires...
So here I go...
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Aliens<!--colorc--></span><!--/colorc-->
Skulk: <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
Bite: Instead of simply biting the marine, the skulk makes a very short lunge that does little damage, but disorients the marine momentarily. Low adren cost.
Parasite: The skulk shoots a parasite that does not track the enemy, but slowly does damage to the marine over time. (Health, skips armor.) Deals about 2-4 damage per second, is removed if the marine receives a med kit. Slower rate of fire, more adren cost.
Leap: The skulk slashes out with his clawed hands as he leaps, inflicting more damage, but costing more energy.
Xeno: The skulk can force himself to explode earlier, sacrificing damage based on the amount of time he had left before detonation. (I.E., if it was only half done charging, it would deal only 100 instead of 200.)
Gorge: <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
Spit: A faster-firing, smaller-projectile form of spit. Same adrenaline cost.
Healing Spray: N/A.
Bile Bomb - Very high adrenaline cost. Allows the projectile to bounce a few times before detonation.
Web - Can shoot a marine; does not deal damage or stick the marine in place, but blinds the marine for a moment.
Lerk: <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Bite: Allows the lerk to perform a dive-bomb, shooting in the desired direction, draining adrenaline until canceled. If the lerk hits a marine, the marine will stumble back and take minor damage, and the lerk's flight will cease. Primarily used as a tool to dodge. Also stops the flight if the Lerk hits a wall, etc.
Spore: N/A
Umbra: Creates a cloud of gas that marines cannot see through, but aliens can. High adren cost.
Primal Scream: Allows the lerk to greatly boost the abilities of one teammate instead of all around the lerk. Costs less adrenaline, and if there is no target, the bonus applies to itself only.
Fade: <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
Slash: In development.
Blink: Literally makes the fade disappear for a few seconds, untraceable by even the scanner sweep and motion tracking. Costs maximum adrenaline. Cannot hide from turrets, can still be shot. Energy regenerates while invisible at a slower rate. If the fade attacks, he becomes visible again.
Metabolize: N/A
Acid Rocket: Sprays acid close-range, causing devastating damage to marine armor, but costs lots of adrenaline per second.
Onos: <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
Gore: Special charged attack that causes devastating damage to structures. High adrenaline cost, long recharge time.
Devour: (suggested by WorthyRival) Onos spits out the marine, but retains the weapon they were holding at the time when they were devoured. Holds a rough maximum of three weapons at one time.
Stomp: Knocks over nearby turrets (If applicable) and deals light damage to structures. Turrets that are knocked down may be returned upright by marines, and may still fire while on the ground, though with a limited range of where they can shoot.
Charge: The onos goes into a rage, charging straight ahead at incredible speed. Cannot be controlled during this time. Deals lethal damage to marines (not one hit kill, but very painful) and pushes all structures out of the way, scattering turrets and throwing marines as it runs. Stops when adrenaline runs out (causing the onos to have to rest for a moment) or when a wall is hit.
<!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
LMG - Can switch to single-fire mode, dealing more damage, with lower rate of fire.
Shotgun - In development.
HMG - Can fire marine hand grenades, which will explode on impact. Takes time to load / fire.
GL - Can fire all grenades in the chambers at once. Causes an overheat, preventing reload for a few moments.
Knife - Throws the knife. Deals damage only to low-armored forms / non-armored areas of higher life forms. Does slightly more damage than actually knifing something. Can be picked back up again if the alien the knife is stuck into dies / the knife hits a wall and falls down. A last last resort.
Pistol - In development.
Mines - N/A
Welder - Superheated charge for a few seconds used to take out that pesky skulk as you fix the CC. Deals medium damage, very long recharge.
Hand Grenade - When thrown, detonates on impact instead of bouncing. NOTE: For balancing, this would probably also deal more damage to yourself should you throw it close-range!
--Non-NS1 weaponry--
These are things that have been suggested, random stuff that I've thought of, etc...
Flamethrower - Sprays napalm. Napalm that is on aliens' flesh can be ignited for extra damage over time.
More to come...
---
Feel free to post any ideas for weapons I haven't thought of something for / comments / weapons that you feel should have a different alternate fire.
So here I go...
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Aliens<!--colorc--></span><!--/colorc-->
Skulk: <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
Bite: Instead of simply biting the marine, the skulk makes a very short lunge that does little damage, but disorients the marine momentarily. Low adren cost.
Parasite: The skulk shoots a parasite that does not track the enemy, but slowly does damage to the marine over time. (Health, skips armor.) Deals about 2-4 damage per second, is removed if the marine receives a med kit. Slower rate of fire, more adren cost.
Leap: The skulk slashes out with his clawed hands as he leaps, inflicting more damage, but costing more energy.
Xeno: The skulk can force himself to explode earlier, sacrificing damage based on the amount of time he had left before detonation. (I.E., if it was only half done charging, it would deal only 100 instead of 200.)
Gorge: <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
Spit: A faster-firing, smaller-projectile form of spit. Same adrenaline cost.
Healing Spray: N/A.
Bile Bomb - Very high adrenaline cost. Allows the projectile to bounce a few times before detonation.
Web - Can shoot a marine; does not deal damage or stick the marine in place, but blinds the marine for a moment.
Lerk: <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Bite: Allows the lerk to perform a dive-bomb, shooting in the desired direction, draining adrenaline until canceled. If the lerk hits a marine, the marine will stumble back and take minor damage, and the lerk's flight will cease. Primarily used as a tool to dodge. Also stops the flight if the Lerk hits a wall, etc.
Spore: N/A
Umbra: Creates a cloud of gas that marines cannot see through, but aliens can. High adren cost.
Primal Scream: Allows the lerk to greatly boost the abilities of one teammate instead of all around the lerk. Costs less adrenaline, and if there is no target, the bonus applies to itself only.
Fade: <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
Slash: In development.
Blink: Literally makes the fade disappear for a few seconds, untraceable by even the scanner sweep and motion tracking. Costs maximum adrenaline. Cannot hide from turrets, can still be shot. Energy regenerates while invisible at a slower rate. If the fade attacks, he becomes visible again.
Metabolize: N/A
Acid Rocket: Sprays acid close-range, causing devastating damage to marine armor, but costs lots of adrenaline per second.
Onos: <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
Gore: Special charged attack that causes devastating damage to structures. High adrenaline cost, long recharge time.
Devour: (suggested by WorthyRival) Onos spits out the marine, but retains the weapon they were holding at the time when they were devoured. Holds a rough maximum of three weapons at one time.
Stomp: Knocks over nearby turrets (If applicable) and deals light damage to structures. Turrets that are knocked down may be returned upright by marines, and may still fire while on the ground, though with a limited range of where they can shoot.
Charge: The onos goes into a rage, charging straight ahead at incredible speed. Cannot be controlled during this time. Deals lethal damage to marines (not one hit kill, but very painful) and pushes all structures out of the way, scattering turrets and throwing marines as it runs. Stops when adrenaline runs out (causing the onos to have to rest for a moment) or when a wall is hit.
<!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
LMG - Can switch to single-fire mode, dealing more damage, with lower rate of fire.
Shotgun - In development.
HMG - Can fire marine hand grenades, which will explode on impact. Takes time to load / fire.
GL - Can fire all grenades in the chambers at once. Causes an overheat, preventing reload for a few moments.
Knife - Throws the knife. Deals damage only to low-armored forms / non-armored areas of higher life forms. Does slightly more damage than actually knifing something. Can be picked back up again if the alien the knife is stuck into dies / the knife hits a wall and falls down. A last last resort.
Pistol - In development.
Mines - N/A
Welder - Superheated charge for a few seconds used to take out that pesky skulk as you fix the CC. Deals medium damage, very long recharge.
Hand Grenade - When thrown, detonates on impact instead of bouncing. NOTE: For balancing, this would probably also deal more damage to yourself should you throw it close-range!
--Non-NS1 weaponry--
These are things that have been suggested, random stuff that I've thought of, etc...
Flamethrower - Sprays napalm. Napalm that is on aliens' flesh can be ignited for extra damage over time.
More to come...
---
Feel free to post any ideas for weapons I haven't thought of something for / comments / weapons that you feel should have a different alternate fire.
Comments
Did you forget normal grenades?
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bite: Instead of simply biting the marine, the skulk makes a very short lunge that does little damage, but disorients the marine momentarily. Low adren cost.
Bite: Allows the lerk to perform a dive-bomb, shooting in the desired direction, draining adrenaline until canceled. If the lerk hits a marine, the marine will stumble back and take minor damage, and the lerk's flight will cease. Primarily used as a tool to dodge. Also stops the flight if the Lerk hits a wall, etc.
Knife - Hits the attacker with the handle of the knife, dealing minor damage, but disorienting any small alien (skulk, gorge, lerk). Slow recharge.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not a big fan of disorienting/stumbling effects as they always feel forced. A knockback for the lerk might be workable to separate marines in packs. For skulk I envision more of a latch on bite that does damage overtime. A single marine could have trouble with a skulk that's latched on but if he's in a group it leaves the skulk vulnerable to attack.
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Parasite: The skulk shoots a parasite that does not track the enemy, but slowly does damage to the marine over time. (Health, skips armor.) Deals about 2-4 damage per second, is removed if the marine receives a med kit. Slower rate of fire, more adren cost.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this idea because it adds versatility to para which is essentially a one shot deal.
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bile Bomb - Very high adrenaline cost. Allows the projectile to bounce a few times before detonation.
Umbra: Creates a cloud of gas that marines cannot see through, but aliens can. High adren cost.
Stomp: Knocks over nearby turrets (If applicable) and deals light damage to structures. Turrets that are knocked down may be returned upright by marines, and may still fire while on the ground, though with a limited range of where they can shoot.
Charge: The onos goes into a rage, charging straight ahead at incredible speed. Cannot be controlled during this time. Deals lethal damage to marines (not one hit kill, but very painful) and pushes all structures out of the way, scattering turrets and throwing marines as it runs. Stops when adrenaline runs out (causing the onos to have to rest for a moment) or when a wall is hit.
Flamethrower - Sprays napalm. Napalm that is on aliens' flesh can be ignited for extra damage over time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like it.
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Web - Can shoot a marine; does not deal damage or stick the marine in place, but blinds the marine for a moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it should be the opposite, it sticks the marine in place but he can still fire. Not being able to fight back is one of the most frustrating things in any game for me, I think it should be avoided. This way it would still be useful for teammates and to help the gorge get away. the projectile should be slower, more the speed of spit.
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blink: Literally makes the fade disappear for a few seconds, untraceable by even the scanner sweep and motion tracking. Costs maximum adrenaline. Cannot hide from turrets, can still be shot. Energy regenerates while invisible at a slower rate. If the fade attacks, he becomes visible again.<!--QuoteEnd--></div><!--QuoteEEnd-->
This really depends on what the new blink ends up being. However I like the idea of the fade having a cloak ability innately as it fits with it's name and play style.
<!--quoteo(post=1658400:date=Oct 29 2007, 05:05 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Oct 29 2007, 05:05 PM) <a href="index.php?act=findpost&pid=1658400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Leap: The skulk slashes out with his clawed hands as he leaps, inflicting more damage, but costing more energy.
Xeno: The skulk can force himself to explode earlier, sacrificing damage based on the amount of time he had left before detonation. (I.E., if it was only half done charging, it would deal only 100 instead of 200.)
Spit: A faster-firing, smaller-projectile form of spit. Same adrenaline cost.
Primal Scream: Allows the lerk to greatly boost the abilities of one teammate instead of all around the lerk. Costs less adrenaline, and if there is no target, the bonus applies to itself only.
Acid Rocket: Sprays acid close-range, causing devastating damage to marine armor, but costs lots of adrenaline per second.
Gore: Special charged attack that causes devastating damage to structures. High adrenaline cost, long recharge time.
<All Marine Secondaries except Flamethrower><!--QuoteEnd--></div><!--QuoteEEnd-->
These seem like secondaries for the sake of secondaries.
Did you forget normal grenades?<!--QuoteEnd--></div><!--QuoteEEnd-->
So I did. I'll add it in.
In response to Locallyunscene:
Bite alternate comment: It was simply an idea that I've seen discussed. I considered a latch bite myself, but I turned it down because it doesn't seem like it would have much use. As for the lerk thing...the idea was mainly for knocking marines off a cliff, but also for dodging and speeding to /away from enemies; just to add to the lerk's agility.
Parasite comment: That was the idea.
Web comment:This was more for the sake of furthering the role of a gorge as a support unit. Blinding marines for a moment could prove invaluable.
Blink comment: Yet again, that was the idea.
Final comment: Some of them I wasn't as creative with, yes, I'll admit. If you have other suggestions, however, I'd love to hear them. Some of these, however, I did because they have strategical value. Primal scream for less energy and applicable to yourself can be helpful if you didn't choose to get adrenaline as your movement ability. Spraying acid at marines in heavy armor before assaulting them head-on could also become invaluable. As for the alternate marine fire, what would you suggest? I tried to be as creative as I could with those.
Believe me, I like most of the ideas and I think they're all workable. It's just I wanted to focus on some of the best ones that I felt really could add to the game. The thing about the primal and acid spray and others I put in that category is that they have the same purpose as the primary. I do however take back lumping the GL in with the other marine weapons. I think that burst with a longer cool down would be good.
Side note: knife alternate has been updated.
Someone else suggestion gave me that idea, and its probably what they were talking about, so give him the credit for it.
and i stay without the answer <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />