Alternate Fire
Harimau
Join Date: 2007-12-24 Member: 63250Members
<div class="IPBDescription">Ideas for alt fire/modes for marine weapons and life-forms/abilities</div>Just making a more dedicated/specialised thread for ideas and suggestions about alt fire. It's been mentioned in several posts scattered around the forums, and more or less confirmed that it's going in for NS2. Please post your own ideas re: alternate fire.
What will the default control scheme of NS2 likely be? I'm wondering because the devs have discussed adding things like Sprint and Alternate Fire. Shift was 'walk' in NS1 I believe, will sprint replace it? Mouse2 was the 'right-click menu' in NS1 (which was pretty smooth), but since you're adding alternate fire, I assume Mouse2 will be the alternate fire, so Menu becomes a key like Q or something?
I'm wondering about alien secondary fire, will it be like regular weapons - for each alien ability, there may be a related secondary ability? or a life-form-specific special ability? like:
gorge - 2 second ricocheting armour
skulk/fade/onos - leap/blink/charge?
If you -did- do it like this, it would add to the uniqueness of each side.
Here are my ideas for a couple marine weapons:
(double-barrel, "vertically" aligned, semi-auto) shotgun
1: fire single barrel (potentially firing twice as fast)
2: fire both barrels at once (larger firing cone, potentially twice as much damage, slower firing rate) there should be a bit of a 'sparkle' in front of you to suggest that some of the pellets have collided with one another (both in the first person and third person models).
i think there should be a dynamic graphic on the actual gun to (firstly, show ammunition, which all guns should have, and) show the 'status' of each barrel (a simple graphic, perhaps triangles [one pointing up, the other pointing down, one on top of the other with a small gap between, indicating the barrels], red for unloaded/reloading (and/or a 'filling up' animation), full blue for reloaded/ready, and a blue line to 'fill' the gap between triangles, for when both barrels are ready for use - when you can use shot2)
(solid stock/butt) light machine gun
1: regular fire
2: melee attack- hitting with the stock/butt of your gun
my idea is that it wouldn't produce very much damage, possibly as much as parasite, so you wouldn't be bludgeoning aliens to death, because really, how much damage can you do with a blunt weapon and your own strength, to an alien [with carapace] that can take 15 bullets from your machine gun before going down?
my idea is that it simply knocks-back, perhaps slightly stuns, skulks or lerks that get a little too close, to give you a bit of breathing room so you don't immediately get hurt [i think it would also drill into certain aliens that you should -not- attack them from the front] perhaps it also cancels/blocks an incoming melee attack
- perhaps with an upgrade you could upgrade the damaging ability, or an electric stun ability, or an armour-shattering ability
balancing would be based around how far it knocks aliens back or how much it stuns, and the recovery time of your weapon [to get into firing position, and a bit shorter of a time, to use your melee again]
going on from the knock-back idea, (going off-topic from alt. fire) i think other weapons should have clear stopping power - eg. explosives obviously (grenade jumping?), or a skulk that gets shot in the face with your shotgun/knocked by your lmg, as it tries to leap at you should not follow through (at least completely) with its movement, (but this might negate the usefulness of the leap quite a bit, so will have to work that out)
What will the default control scheme of NS2 likely be? I'm wondering because the devs have discussed adding things like Sprint and Alternate Fire. Shift was 'walk' in NS1 I believe, will sprint replace it? Mouse2 was the 'right-click menu' in NS1 (which was pretty smooth), but since you're adding alternate fire, I assume Mouse2 will be the alternate fire, so Menu becomes a key like Q or something?
I'm wondering about alien secondary fire, will it be like regular weapons - for each alien ability, there may be a related secondary ability? or a life-form-specific special ability? like:
gorge - 2 second ricocheting armour
skulk/fade/onos - leap/blink/charge?
If you -did- do it like this, it would add to the uniqueness of each side.
Here are my ideas for a couple marine weapons:
(double-barrel, "vertically" aligned, semi-auto) shotgun
1: fire single barrel (potentially firing twice as fast)
2: fire both barrels at once (larger firing cone, potentially twice as much damage, slower firing rate) there should be a bit of a 'sparkle' in front of you to suggest that some of the pellets have collided with one another (both in the first person and third person models).
i think there should be a dynamic graphic on the actual gun to (firstly, show ammunition, which all guns should have, and) show the 'status' of each barrel (a simple graphic, perhaps triangles [one pointing up, the other pointing down, one on top of the other with a small gap between, indicating the barrels], red for unloaded/reloading (and/or a 'filling up' animation), full blue for reloaded/ready, and a blue line to 'fill' the gap between triangles, for when both barrels are ready for use - when you can use shot2)
(solid stock/butt) light machine gun
1: regular fire
2: melee attack- hitting with the stock/butt of your gun
my idea is that it wouldn't produce very much damage, possibly as much as parasite, so you wouldn't be bludgeoning aliens to death, because really, how much damage can you do with a blunt weapon and your own strength, to an alien [with carapace] that can take 15 bullets from your machine gun before going down?
my idea is that it simply knocks-back, perhaps slightly stuns, skulks or lerks that get a little too close, to give you a bit of breathing room so you don't immediately get hurt [i think it would also drill into certain aliens that you should -not- attack them from the front] perhaps it also cancels/blocks an incoming melee attack
- perhaps with an upgrade you could upgrade the damaging ability, or an electric stun ability, or an armour-shattering ability
balancing would be based around how far it knocks aliens back or how much it stuns, and the recovery time of your weapon [to get into firing position, and a bit shorter of a time, to use your melee again]
going on from the knock-back idea, (going off-topic from alt. fire) i think other weapons should have clear stopping power - eg. explosives obviously (grenade jumping?), or a skulk that gets shot in the face with your shotgun/knocked by your lmg, as it tries to leap at you should not follow through (at least completely) with its movement, (but this might negate the usefulness of the leap quite a bit, so will have to work that out)
Comments
1) LMB + RMB
Example: Unreal Tournament weapons use this to fire two different ways from one weapon. Also, some games use this to fire from the left hand and right hand when akimbo - some sort of holding two weapons at once.
2) Mode Switch
Example: This is in some games where one uses the iron sights, scope, hip firing, shoulder firing, tripod, single shot, semi auto, burst shots, and full auto.
3) Secondary Ability
Example: In some games, the alt fire is always a kick, use of a knife, swinging the butt of the weapon, or throwing up a shield / block.
There are a lot of possibilities within the alternate fire. This can get further possibilities if modifying of weapons and abilities is possible.
I second having the secondary fire for LMG being a zoom w/laser dot increased accuracy lower rate of fire
Some other ideas:
-secondary fire is a block (imagine holding gun out with two hands to try to block fade swipe)
-knife secondary is a kick (damn pesky skulk biting my leg)
-pistol secondary is a pistol whip
-hmg secondary + prone position could be a tripod and increased accuracy (but you are a sitting duck)
-grenade secondary could be almost like a remote grenade (good for setting ambushes)
1.x zoom reflex sight/scope* more accuracy and no sacrifice in fire rate or damage, but movement penalties.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Some other ideas:
-secondary fire is a block (imagine holding gun out with two hands to try to block fade swipe)<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds unrealistic, what are guns made out of that makes them impervious to the same attack which slaughters nanoarmor?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-knife secondary is a kick (damn pesky skulk biting my leg)<!--QuoteEnd--></div><!--QuoteEEnd-->
Then why do you have to have the knife out to kick?
My knife idea: Small, researchable stun prod on the hilt which causes your victim to briefly recoil, buying you some space and causing minor damage. (Doesn't work on onii lol)
The pistol secondary should depend on the pistol, there should be a few offered. Each one would have its own advantages/disadvantages and new pistols would be offered based on the buildings currently constructed and weapon damage research currently conducted.
(w1 unlocks the large caliber pistol; w2 unlocks sawed off; advanced armory unlocks submachine gun)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-hmg secondary + prone position could be a tripod and increased accuracy (but you are a sitting duck)<!--QuoteEnd--></div><!--QuoteEEnd-->
That's quite useless, 99% of firefights are conducted in extremely close quarters.
hmg secondary should be a powerful rail/coil gun.
nanoarmour? did you make that up?
<!--quoteo(post=1666220:date=Jan 4 2008, 11:33 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Jan 4 2008, 11:33 AM) <a href="index.php?act=findpost&pid=1666220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1.x zoom reflex sight/scope* more accuracy and no sacrifice in fire rate or damage, but movement penalties.<!--QuoteEnd--></div><!--QuoteEEnd-->
to this ^ idea as a whole (sights, scope) i'd have to say v
<!--quoteo(post=1666220:date=Jan 4 2008, 11:33 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Jan 4 2008, 11:33 AM) <a href="index.php?act=findpost&pid=1666220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's quite useless, 99% of firefights are conducted in extremely close quarters.<!--QuoteEnd--></div><!--QuoteEEnd-->
what's important to consider is that not -every- weapon should have a secondary fire. (which is why i like the lifeform-specific ability idea for the aliens, you've got one 'special' - preferably something you'd be using quite a decent amount - i also like the 'pick what you want for the RMB' idea, you said it reminded you of diablo, it reminds me of bioshock)
i just don't see hmg having any sort of alternate fire - it's not meant to be a versatile weapon - it packs a punch and it's got plenty of bullets. and some of the suggestions that have been made are.. well.. completely different to the actual gun. a powerful rail/coil gun as a secondary fire for the hmg? :/ come on now..
and any blunt melee attacks (lmg stock-smash, pistol whip, etc.) should have a knock-back/stun/attack-cancelling function, but not be very damaging. it wouldn't really make much sense otherwise. it takes you 15 bullets to kill that alien, but you can use your arm and a pistol to kill it in 4 or 5 hits or something?
and i think there're better secondary fire/firing modes the pistol can have.
i thought of knife-throwing but thought.. no... definitely not.
Shut up.
Nanoplate/nanosteel whatever you want to call it.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->to this ^ idea as a whole (sights, scope) i'd have to say v (close quarters etc..)<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't really zoom in, its like a < 1.25x zoom without any sensitivity penalty. The point of it is to give players the feeling that they are aiming down the sights of the gun instead of just shooting it from the hip, and all bullets would hit the previous bullet's mark at unlimited range, full auto.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->it's not meant to be a versatile weapon<!--QuoteEnd--></div><!--QuoteEEnd-->
Who told you this?
The HMG is there for a single purpose, to kill aliens. Its why it does 1/2 damage to structures.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and some of the suggestions that have been made are.. well.. completely different to the actual gun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Underside grenade launchers/multikey underbarrel shotguns are completely different from the gun they are attached to. What is your point? How does it hurt gameplay?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->a powerful rail/coil gun as a secondary fire for the hmg? :/ come on now..<!--QuoteEnd--></div><!--QuoteEEnd-->
NS is asking for a rail gun and personally, I can't see a better place to stick it in. It'd be pretty worthless by itself, but with the HMG it can do what its meant to do and not be useless.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and any blunt melee attacks (lmg stock-smash, pistol whip, etc.) should have a knock-back/stun/attack-cancelling function, but not be very damaging. it wouldn't really make much sense otherwise. it takes you 15 bullets to kill that alien, but you can use your arm and a pistol to kill it in 4 or 5 hits or something?<!--QuoteEnd--></div><!--QuoteEEnd-->
Melee attacks for marines make about as much sense as giving aliens guns. The knife should be the only close range weapon and it should be upgradeable too.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->i thought of knife-throwing but thought.. no... definitely not.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to agree there.
I read that and I was just about to defend the idea then I read:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Shut up.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bah, despite Dom's thorny posting abilities, nanoarmor is what I would have called the stuff Marines have on too. You don't have to buy a whole new suit of the stuff when a skulk or whatever Kharaa rips into you, you just use a welder, even in the armor value is 0 (zero). I've always guessed that the only way to come back from nothing is nanites building stuff, so on some level I think the welder spits out the nanites and adds energy to the mix to get it going, I wonder what gives the lil'robots the programs to know what to build and how its done without accidentally using the marine's flesh as building materials.
As to the other Dom ideas, they aren't all that bad, I have said they are pretty cool especially regarding the pistol add ons, though I disagree only on the rail gun as a second ability of the HMG, personally I want the HMG to change into a rotating barrel gatling thing <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I'm kinda hoping that on some level, all the weapon ideas are possible, its just the way it gets worked into the tech tree seems to be in question in my mind. All the weapons are valid IMHO, but how they get balanced out in the tech buying, like the more powerful you think a weapon is, the harder it should be to get, right?
My posting abilities are my superpowers I've been granted.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->nanoarmor is what I would have called the stuff Marines have on too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Its called nanoplate you downies, lol.
<!--QuoteBegin-'Six Days in Sanjii'+--><div class='quotetop'>QUOTE('Six Days in Sanjii')</div><div class='quotemain'><!--QuoteEBegin-->I figured if those claws hadn't hit nano-plate, he'd have been torn clear in two.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As to the other Dom ideas, they aren't all that bad, I have said they are pretty cool especially regarding the pistol add ons, though I disagree only on the rail gun as a second ability of the HMG, personally I want the HMG to change into a rotating barrel gatling thing <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
k y?
My idea still stands.
Pshiwwwwwwwwww
lol skulk in the vent sniped!
whooooooooooooop
Is there some special reason your posts appear to have become more lame, off topic, and self centered lately? Oh well *tosses out the troll food into Dom's dog bowl*
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->QUOTE
As to the other Dom ideas, they aren't all that bad, I have said they are pretty cool especially regarding the pistol add ons, though I disagree only on the rail gun as a second ability of the HMG, personally I want the HMG to change into a rotating barrel gatling thing biggrin-fix.gif
k y?<!--QuoteEnd--></div><!--QuoteEEnd-->
To answer your sparsely alphabet populated question: Because IMHO, double barrel HMG < rotating barrel HMG. No more preference than a visual and sound thing, not necessarily any need for a game play changes. In other words, I have always thought the HMG in NS1 looks less cool than say, the HMG the Heavy uses in TF2 or the gatling gun Neo uses in the Matrix (1) or the one used in Predator (1) by Jessie Ventura's character.
Of course, maybe you are asking why I like your suggestions for different side weapons than the pistol, I am starting to wonder that myself since that seems to be the height of your contribution to the "ideas & suggestions" I've found in other threads. Still, despite your "k y?" level of posting acumen, I don't think that changes you actually came up with some good ideas for weapon mods / add-ons / attachments for alt fire and the alternate weapons you suggested in the pistol threads. I just wish you could find the time and effort to be less of a disrespectful prick in your posts if you have any hope for your own posts to be treated with any level of respect as well.
Found new inspiration within my circle of e-friends.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->To answer your sparsely alphabet populated question: Because IMHO, double barrel HMG < rotating barrel HMG. No more preference than a visual and sound thing, not necessarily any need for a game play changes. In other words, I have always thought the HMG in NS1 looks less cool than say, the HMG the Heavy uses in TF2 or the gatling gun Neo uses in the Matrix (1) or the one used in Predator (1) by Jessie Ventura's character.<!--QuoteEnd--></div><!--QuoteEEnd-->
I personally believe that the big Gatling Gun fads are overdone in video games. Not all large caliber fast-firing weapons need to have rotating barrels.
As far as I'm concerned, a rail gun or some sort of a sniper rifle needs to be put in NS2. What better place to stick it in other than the HMG? It sounds really creative to me. About it being slightly unexpected? Its the future, anything could happen in the future. I even have a solid explanation as to how it works.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I just wish you could find the time and effort to be less of a disrespectful prick in your posts if you have any hope for your own posts to be treated with any level of respect as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Anything for you, mister respected forum dweller/comrade.
because the HMG is already the most effective weapon in the game against any lifeform, adding a railguin or sniper rifle attachment would make it seriously overpowered.
a railgun seems a bit too quake-ish for me, but a sniper could fit into the NS universe. but apart from that, if either of them were to be introduced into the game, they would need to be their own seperate weapon, not an attachment/alt-fire option.
I actually meant the coil/rail gun attachment as a late game upgrade option. It won't add much power to the HMG, it'll still use HMG bullets so you can't use it when dry. (it can even use something like 20 bullets/shot and explain it as draining bullet's power cells and ejecting the extras.)
Think of how cool it'd be to shoot and then see 19 full, futuristic looking cartridges eject at the same time.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->a railgun seems a bit too quake-ish for me, but a sniper could fit into the NS universe. but apart from that, if either of them were to be introduced into the game, they would need to be their own seperate weapon, not an attachment/alt-fire option.<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, NS needs magnetic acceleration introduced in some way. I don't believe that we can have nanites without some accelerated ferromagnetic slugs somewhere.
Explanation:
Let me borrow a picture of WOTA's coil gun ( <a href="http://wotamod.net" target="_blank">http://wotamod.net</a> )
<img src="http://wotamod.net/images/renders/coilmg.jpg" border="0" class="linked-image" />
That's how it'd look without the external shell on.
The heavy machine gun fires electromagnetically accelerated .50BMG ferromagnetic rounds propelled by standard gunpowder. (this is the only EM accelerated gun, hence the heavy part) Each one of those rounds comes with a disposable fuel/power cell attached to the bottom (primer). The cell is used to power the magnets for either a short magnetic burst to propel a single round, or to charge a powerful capacitor. (the capacitor is added on via comm upgrade)
Your gun has a cooldown time before it can fire another round, so the total damage output will be the same in either mode.
You should have gone with intellagence instead, far more usefull!
<!--quoteo(post=1666512:date=Jan 6 2008, 04:57 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Jan 6 2008, 04:57 PM) <a href="index.php?act=findpost&pid=1666512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Found new inspiration within my circle of e-friends.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dude get some new ones, I like you better when you where less self involved and aggressive. You even took a pot shot at MAX, talk about bitting the hand that feeds you!
ON TOPIC:
Like the ideas so far. Although remember that there will be new guns so...
Knife: Different slashing style that is useless agains aliens but 2X damage against structures. Possibly a trainning upgrade?
lol.
<!--quoteo(post=1666541:date=Jan 7 2008, 10:07 AM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Jan 7 2008, 10:07 AM) <a href="index.php?act=findpost&pid=1666541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Knife: Different slashing style that is useless agains aliens but 2X damage against structures. Possibly a trainning upgrade?<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought we were trying to eliminate slashing structures to death? With the reason of conserving ammunition, which makes sense really, but I think the argument is that it's cheap. (in which case, I'd give each of the alien structures an automatic melee attack - or is that too much like electrification?)
But if we aren't... then, yeah, we're reducing the time spent on slashing structures to death, and that can only be good. (well, maybe not for the alien team, but good for the marine <b>players</b>)
2nd type of a knife attack sounds extremely stupid, its like CS. Does anyone actually use mouse1 for the knife attack? NO.
What are you, an idiot?
Misere was very clear on this: Mouse1 anti-player, Mouse2 anti-structure.
It couldn't have been simpler.
Misere was very clear on this: Mouse1 anti-player, Mouse2 anti-structure.
It couldn't have been simpler.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now think about this/meditate on it for a couple of days, then discuss.
Why? What a waste of a secondary attack. Are you hoping for someone to confuse the two and press mouse2 on aliens by accident? Since thats the only gameplay effect I can think of.
That's just retarded.
Still some random ideas and thoughts:
Pistol: Switch the laser sight on and off. When on, the fire spreads less but aliens can see the laser. Without the laser sight idea, this idea can still work, but it would be about switching between normal and more deliberate and slower firing braced stance.
LMG: Butt smack or kick. Mainly for knockback.
Knife: Fast attack and more damaging slow attack actually make sense. Think about it. When you are fighting something dangerous, you'll use quicker stabs so you don't telegraph your blows and don't get your own defense down. When you are hitting something immobile and harmless, splitting logs with an ax for example, you can take time to to line up your strike. Don't know about the gameplay effects, though. If people will just use the slow stab in combat all the time, it's obviously not working as intended.
Agree 100%.
<!--quoteo(post=1666616:date=Jan 7 2008, 09:37 AM:name=Kissamies)--><div class='quotetop'>QUOTE(Kissamies @ Jan 7 2008, 09:37 AM) <a href="index.php?act=findpost&pid=1666616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still some random ideas and thoughts:
Pistol: Switch the laser sight on and off. When on, the fire spreads less but aliens can see the laser. Without the laser sight idea, this idea can still work, but it would be about switching between normal and more deliberate and slower firing braced stance.<!--QuoteEnd--></div><!--QuoteEEnd-->
This really depends on how accurate the pistol will be. Either idea could work but do marines need to set a stance to clear a skulk from the vent or finish off that fade? A marine is all ready open to attack from a different angle when he/she focus's attention, I think this would make him/her open to attack from the alien he's/she's focused on which I don't like.
<!--quoteo(post=1666616:date=Jan 7 2008, 09:37 AM:name=Kissamies)--><div class='quotetop'>QUOTE(Kissamies @ Jan 7 2008, 09:37 AM) <a href="index.php?act=findpost&pid=1666616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LMG: Butt smack or kick. Mainly for knockback.
Knife: Fast attack and more damaging slow attack actually make sense. Think about it. When you are fighting something dangerous, you'll use quicker stabs so you don't telegraph your blows and don't get your own defense down. When you are hitting something immobile and harmless, splitting logs with an ax for example, you can take time to to line up your strike. Don't know about the gameplay effects, though. If people will just use the slow stab in combat all the time, it's obviously not working as intended.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've commented in favor of similar things before and I support variety here, especially with a skulk latch secondary bite.
Now there is a solid idea! It might be weird at first, but its definitely better if aliens could 'do' actions without using the number keys ALA mortal combat special moves. crouch + jump could do a leap, double forward could be a parasite etc..
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Still some random ideas and thoughts:
Pistol: Switch the laser sight on and off. When on, the fire spreads less but aliens can see the laser. Without the laser sight idea, this idea can still work, but it would be about switching between normal and more deliberate and slower firing braced stance.<!--QuoteEnd--></div><!--QuoteEEnd-->
What I'm hoping for is that the NS pistol won't be the only secondary weapon offered.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->LMG: Butt smack or kick. Mainly for knockback.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd prefer the reflex sight to butt stroke, knife is sufficient for Marine melee needs. Also, don't ever mention kick because if you will have kick, it must be usable with all weapons or it'll just be really stupid. HI GUYS I'M SWITCHING TO THE GL, MY LEGS ARE GETTING AMPUTATED.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Knife: Fast attack and more damaging slow attack actually make sense. Think about it. When you are fighting something dangerous, you'll use quicker stabs so you don't telegraph your blows and don't get your own defense down. When you are hitting something immobile and harmless, splitting logs with an ax for example, you can take time to to line up your strike.<!--QuoteEnd--></div><!--QuoteEEnd-->
You have it the other way around, more damage with minimal touch time is what all marines would end up picking. ESPECIALLY considering how short ranged the knife is.
Alternatively, you can shoot a sticky cam (only 1 can be used at a time) from the knife as a secondary. Or even shoot a small zip gun for something like 20 points of damage.
I dunno about the knife idea, though. But the advantage with an anti-building strike, is that you're not sitting there slowly hacking away at a building, wasting your time and boring yourself. And dom, what are the point of those knife alts? sticky cam to serve as a short range motion detector everyone has? zip gun? you've got a pistol. - never mind the fact that they don't really make sense: pull out your knife- to shoot a sticky cam? run out of pistol bullets? don't worry, you've got a KNIFE to SHOOT a spare forgotten bullet with.
As for pistol - well, it's a secondary weapon, and as such, should be treated as one. You usually pull it out when you're in a pinch and there are no more bullets left in your primary weapon - and because of this, you wouldn't really have a laser sight or any secondary, you'd be emptying that cartridge, hoping to put that alien down before it does so to you (or before it runs away).
Well, a justification for that is that some weapons are so heavy and bulky that you can't comfortably kick while holding them. Stock strike is probably better, though.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You have it the other way around, more damage with minimal touch time is what all marines would end up picking. ESPECIALLY considering how short ranged the knife is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, it's a gameplay issue. Simply have to add something to discourage players from using it in combat. One thing could be making sure that the strike animation is visible on player model well before it connects. Observant skulks will see that he's winding up a strike and back off. Other, more extreme way could be limiting the player's movement when he's doing it.