[THE TACTICAL] shield

aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
<u>THE TACTICAL</u> shield

Do you have what it takes to be <u>THE TACTICAL</u>? This shield system will help you be all <u>THE TACTICAL</u> you can be.

Bought from the armory, an armor upgrade sort of like the plasteel/exoskeleton bits. Adds a shield to your left arm. The shield always remains angled on the left side of your screen. Starts with 100 armor points and 100% damage absorbtion and is upgraded with every armor level.

<img src="http://i217.photobucket.com/albums/cc15/Domining/what/thetactical.png" border="0" class="linked-image" />

This will add a great close combat gameplay mechanic to those who choose it where a marine will try to angle the shield at every skulk bite and use the cooldown time to put some bullets into the skulk. The skulk will try to circle the marine and stay on the marine's blind side. If a parasite hits the shield, it does 10 (5) damage to the shield, but doesn't have the effect.

Comments

  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    First, tatical shields shouldn't be able to equip heavy armors and jetpackers, because they're enough problem to deal with.
    Second, or they should be expensive or easier to break (or both). This tatical shield means +100 armor points in hands of good players.

    But there is a big problem with it. They make melee fight way too hard to alone aliens, expecially skulks (alone marines should die easy to alone aliens).

    My opnion.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I could see it working with tweaked values if you had to give up your pistol.

    You use it because you expect and prepare for close quarters combat so you forgo long distance accuracy.
  • KinesisKinesis Join Date: 2008-12-07 Member: 65690Members
    edited December 2008
    As much of an interesting idea it is,I agree with Killer so much its not funny. Aliens already got HUGE problems in close range (Which parasite and lerks aside is their ONLY method of killing). A rine has a dps of that of a fade at level one. So long as he can aim he is god close and long range. Skulks have the same dps year round. Focus only makes it hurt all at once. Which with rinse having disposable armor at birth (that can be both upgraded and recovered) a sheild is just and overkill to the already hurting aliens.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    I don't think any marine will be able to consistently block every bite considering how fast skulks are. If anything, armor values can be tweaked. And yes, the shield can't be used with any other armor upgrade.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Good, this makes people want to be normal, as like my idea of JP's having less armor for takeoff.

    True, alot of the values must be tweaked, and the size small, kinda like the new shield for marines in SC2

    maybe making the marine have to crouch for it to cover his foot to upper ankle, giving skulks advantage as the marine has to crouch, cause if he dont, he has exposed legs to munch on. u dont have to crouch for flying lerks, fades, onos'.....ya de da. Also, he can't use High-Tier weapons, HMG, GL, new ones, due to weight already. Meaning Shotty and LMG all around. Abscuring some of his left or right vision(Depending on the Option's Menu setting for which side you put your gun(want to be left handed, or right?))

    if u add those above, i think u can keep the 100% health.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    edited December 2008
    <!--quoteo(post=1695527:date=Dec 7 2008, 08:47 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Dec 7 2008, 08:47 PM) <a href="index.php?act=findpost&pid=1695527"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Abscuring some of his left or right vision(Depending on the Option's Menu setting for which side you put your gun(want to be left handed, or right?))<!--QuoteEnd--></div><!--QuoteEEnd-->
    Since the shield defends (and blinds) one side of screen, is essential beeing to able to have a shortcut to switch the weapons's hand to adjust to the place you're. I can just see some [TACTICAL] uses to it (turtle formation). Remember that switching weapon's hand would take time (4 seconds), a vulnerability time.

    edit: ortographic corrections
  • jjr.heartfelt@hotmail.comjjr.heartfelt@hotmail.com Join Date: 2008-05-21 Member: 64301Members
    Tactical shields and natural selection just "Don't" go together..

    I mean that's what heavies are for am I right??
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695636:date=Dec 9 2008, 02:17 AM:name=jjr.heartfelt@hotmail.com)--><div class='quotetop'>QUOTE(jjr.heartfelt@hotmail.com @ Dec 9 2008, 02:17 AM) <a href="index.php?act=findpost&pid=1695636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tactical shields and natural selection just "Don't" go together..

    I mean that's what heavies are for am I right??<!--QuoteEnd--></div><!--QuoteEEnd-->
    Heavies are a late game tech, tactical shield would be early/early mid game tech.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    I think it is too much of an early advantage to being able to reduce the effectiveness of the early aliens so much. I however, will assume the numbers will be somehow tweaked that it could be a viable option in the game for the sake of argument.

    I think the shield could actually be aggravating for the marines, not only the aliens. The issue is that it is going to be hard for the marine to be aware where the shield is currently covering because of the first person perspective. This could cause aggravation to the player ("My shield should of totally stopped his attack! ARGH!") because that information should be normally be obvious in real-life but hard to convoy in game unless a third person perspective is used.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695644:date=Dec 9 2008, 03:50 AM:name=Sirot)--><div class='quotetop'>QUOTE(Sirot @ Dec 9 2008, 03:50 AM) <a href="index.php?act=findpost&pid=1695644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it is too much of an early advantage to being able to reduce the effectiveness of the early aliens so much. I however, will assume the numbers will be somehow tweaked that it could be a viable option in the game for the sake of argument.

    I think the shield could actually be aggravating for the marines, not only the aliens. The issue is that it is going to be hard for the marine to be aware where the shield is currently covering because of the first person perspective. This could cause aggravation to the player ("My shield should of totally stopped his attack! ARGH!") because that information should be normally be obvious in real-life but hard to convoy in game unless a third person perspective is used.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The balance bit is irrelevant because something like this is very simple to balance by tweaking cost and armor value of the shield. The shield is definitely not for everyone and it would be there to fill a tactical niche (meat wall) for marines in the early game.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    This reminds me too much of counter strike and i just don't think it would suit very well in the world of NS.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1695652:date=Dec 8 2008, 11:07 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 8 2008, 11:07 PM) <a href="index.php?act=findpost&pid=1695652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The balance bit is irrelevant because something like this is very simple to balance by tweaking cost and armor value of the shield. The shield is definitely not for everyone and it would be there to fill a tactical niche (meat wall) for marines in the early game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You avoided the question. How would you give the marine an accurate depiction of where the shield is?
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695678:date=Dec 9 2008, 03:27 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Dec 9 2008, 03:27 PM) <a href="index.php?act=findpost&pid=1695678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You avoided the question. How would you give the marine an accurate depiction of where the shield is?<!--QuoteEnd--></div><!--QuoteEEnd-->
    They see about a quarter of the shield on their screen at all times. It isn't hard at all, trust me.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    <!--quoteo(post=1695685:date=Dec 9 2008, 10:57 AM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 9 2008, 10:57 AM) <a href="index.php?act=findpost&pid=1695685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They see about a quarter of the shield on their screen at all times. It isn't hard at all, trust me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That was mentioned on your OP as well. Saying "trust me" does not really explain how you would convoy spacial awareness onto the player when they have a 90% vision scope and not much else.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695701:date=Dec 9 2008, 06:51 PM:name=Sirot)--><div class='quotetop'>QUOTE(Sirot @ Dec 9 2008, 06:51 PM) <a href="index.php?act=findpost&pid=1695701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That was mentioned on your OP as well. Saying "trust me" does not really explain how you would convoy spacial awareness onto the player when they have a 90% vision scope and not much else.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Play counter strike with the shield by your side and block bullets. See how easy it is?
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    <!--quoteo(post=1695414:date=Dec 6 2008, 07:32 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 6 2008, 07:32 PM) <a href="index.php?act=findpost&pid=1695414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This will add a great close combat gameplay mechanic to those who choose it...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Long range combat is the marines' strength.
    Close quarter combat is the aliens' strength.
    If you give marines strength in long and short range combat then you destroy the balance of the game.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Too early to discuss about balance. One ability could totally counter the shield for example. I'm more concerned on how well the shield works at NS speeds combined with melee trying to practically run through the shield and hit the inner hitboxes and such issues. It takes some accurate hitbox code at least. I'm not that conviced about the shield in gameplay either.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695742:date=Dec 10 2008, 05:17 AM:name=Sops)--><div class='quotetop'>QUOTE(Sops @ Dec 10 2008, 05:17 AM) <a href="index.php?act=findpost&pid=1695742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Long range combat is the marines' strength.
    Close quarter combat is the aliens' strength.
    If you give marines strength in long and short range combat then you destroy the balance of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would like to think that 90% of combat that occurs in NS happens after the first bite. If aliens always won CQB, marines would lose every game.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    edited December 2008
    Original idea, but it doesn't get my vote.

    Sops said it best. Besides, marines would never equip shields (from the ns universe point of view) because:
    A) They'd plan to put an end to the poor little creature's life that tries to get anywhere near them.
    B) They're cocky.

    Plus you'd get lame strategies like one marine whose task is simply to be in front and block with his shield while others pick off the skulk. Of course once his shield is down, another takes point man and so it continues. Adds tactics to the game, but at the expense of way too much imbalance in general.
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    If there was a Tactical Shield I'd only suggest one thing for it. I personally have used a SWAT Team's Tactical Shield. They aren't light and basically the only types of weapons I could use reasonably well with accurate results were Pistols and an MP5 set to burst mode. So I personally think if this were added as a viable weapon that you'd have to use a Pistol only or add a Sub Machine Gun for the primary weapon.

    It would be good for Vents, and small corridors. Maybe have it's own Armor bar of 250-350 that would take longer than a Marine's armor to weld. Onos would be able to Gore it out of your hands with a chance lets say 10%. Gorges could Bile Bomb it as it isn't part of the Marine, it would technically a structure. The Marine holding/using it should have a movement problem either in responsiveness or overall movement speed.

    Just my thoughts.
  • jjr.heartfelt@hotmail.comjjr.heartfelt@hotmail.com Join Date: 2008-05-21 Member: 64301Members
    Well, in my opinion, the idea of a shield of some sort isn't bad.. its just that i think carrying shields are NOT the way to go =\..


    I think it would be nice if marines could be equipped with an thick Mine like object that marines can carry around at the price of "slower speed".

    This "Object" could be planted on the ground which takes *time*. Once planted, a shield retracts from it and players can take cover behind it and use it to block off hallways when needed.

    also, this "shield" isn't movable once planted.. once it's planted is their until an alien takes it down.

    the weakest point of the shield would be the part the marine would be on if taking cover..

    and the hi-armored part would be the shielding part..

    any thoughts/??
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't like the idea of marines having equipment to fight in hand-to-hand with aliens, they should always be in trouble at close range. And a riot shield just seems really goofy. I can see something like a deployable bubble/wall shield being interesting though.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited December 2008
    I've suggested it before, with the pickupable Flood Lights and Flares, giving the marines the ability to carry deployable defences, like the ones you see often in Halo 2 on Cairo, and give the aliens the ability to manipulate DI for cover and stairs. TA FREAKING DA, awsome idea to my eyes.

    -But the defence CAN be picked up and moved.

    -Say, for EX: Takes 10 seconds to deploy Small defence, and 17.5 seconds to undeploy it, 75% original time is added to undeploying it. So a Large Defence with 30 seconds deploying takes 52.5 Seconds, making the marines think before placing.

    -You have to be behind it to undeploy it.
    -It isn't a shield, but normal metal like the Halo 2 looking ones.
    -The commander can recycle them if he wishes.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    In my opnion, forcefields are better. So marines can pass through it and still blocking enemies.

    But what about spaming this walls? What can be done against? (Maybe dynamic infestation can spread on the wall and when one side is 80% filled with it, the wall is taken down).

    And where it's build? Like, it's dropped by AA but the commander still being able to place one unpacked where he/she wants to place it, and someone has to build?
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    in regards to force fields, what if it blocked players from entering but it could be disabled from bile bomb/acid rocket/lerk spikes?
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    <!--quoteo(post=1696141:date=Dec 15 2008, 07:02 PM:name=Kalopsia)--><div class='quotetop'>QUOTE(Kalopsia @ Dec 15 2008, 07:02 PM) <a href="index.php?act=findpost&pid=1696141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in regards to force fields, what if it blocked players from entering but it could be disabled from bile bomb/acid rocket/lerk spikes?<!--QuoteEnd--></div><!--QuoteEEnd-->
    In gameplay, I think this could balance forcefield spaming, but then marines could fire behind it too (kharaa disavantage). I think only heavy/too fast objects shouldn't pass through (players, bullets and lerk spikes, but not spore/granades).
Sign In or Register to comment.