Infection

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Comments

  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    I say no, I personally would not enjoy, on any level, watching my HP and/or armor drain while I stand nowhere near an alien. I'd feel like a slave to the armory, and I'd have too make sure the comm is competent enough to constantly med me (even though it's probably not worth it once my armor's gone). Just, nay

    Too me, all upgrade chambers cover the aliens types very well.
  • PehmoleluPehmolelu Join Date: 2004-05-03 Member: 28424Members, Constellation
    Well the poison could wear off after 20/30/50 damage? Depending of number of poison chambers? So it wouldnt be slow killer for certain. It isnt impossible idea of having some kind of poison for aliens, but it needs alot of tweaking as every other ideas too.
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    You need to balance out the res when you put poison bites into the equation.

    Let's say the skulk bites the marine and runs off, leaving the marine to die via poisioning. This means that skulks do not necessarily need to get in 3 bites, assuming he doesn't parasite first, just simply 1 or 2, before running off. This already shifts the balance to the kharaa, by having one bite less needed to kill. What I find even more ridiculous is that if you have already killed the skulk, but will soon due to the poison. I mean, you killed the skulk, you deserve to walk away from the battle a winner.

    Also, let's take res into account. Assuming the devs still want to include RFK, this would also shift the balance to the aliens. Being able to kill a marine, after the skulk has died via poisoning, would give the skulk res. So the marine kills skulk, marines get res. Then skulk kills the rine, and you get res. Basically, you take away the marines' advantage of actually killing you first. And it forces the marine to comm to spend 2 res on the marine if you want to keep that marine alive. Now, without poisoning, that marine may stilll be able to rack up kills/live a little longer, even if the comm does not give medpacks. So essentially, skulks are forcing comms to spend 2 res with only a single bite. Pretty unfair.

    And as the point I've brought up earlier, this would be too taxing on the marine comm, having to keep track of every single marine, on top of performing his other duties. Nobody can micro that well, except the koreans, and if we have to micro that much, it ceases being fun.

    One more thing. How will this affect HA? Since HA has way more armour that life.
  • PehmoleluPehmolelu Join Date: 2004-05-03 Member: 28424Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You need to balance out the res when you put poison bites into the equation.
    Let's say the skulk bites the marine and runs off, leaving the marine to die via poisioning. This means that skulks do not necessarily need to get in 3 bites, assuming he doesn't parasite first, just simply 1 or 2, before running off. This already shifts the balance to the kharaa, by having one bite less needed to kill. What I find even more ridiculous is that if you have already killed the skulk, but will soon due to the poison. I mean, you killed the skulk, you deserve to walk away from the battle a winner.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Skulk bites marine and runs off without marine being able to kill it? If this happens, marine deserves to die. Leap is another thing, but then again, focus leap away is pretty powerful too. Poison in this case would be like "delayed bite". If skulk bites marine with full upgrage, poison would give extra bite. There is no reason really for skulk to run away, he should just bite the marine to death, but if skulk dies, it gives later damage to marine if comm wont notice to med him. It isnt that unfair, if you compare it to lvl 3 focus and parasite marine first, or any other maxed upgrade like cloak or silence.


    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also, let's take res into account. Assuming the devs still want to include RFK, this would also shift the balance to the aliens. Being able to kill a marine, after the skulk has died via poisoning, would give the skulk res. So the marine kills skulk, marines get res. Then skulk kills the rine, and you get res. Basically, you take away the marines' advantage of actually killing you first. And it forces the marine to comm to spend 2 res on the marine if you want to keep that marine alive. Now, without poisoning, that marine may stilll be able to rack up kills/live a little longer, even if the comm does not give medpacks. So essentially, skulks are forcing comms to spend 2 res with only a single bite. Pretty unfair.<!--QuoteEnd--></div><!--QuoteEEnd-->

    To the halfway, you are right. It isnt like taking off marines advantage of killing skulk. Poison isnt that fast killer. Marine can still be able to kill skulks afterwards. It may also be that if that skulk had used focus or silence, that marine wouldnt even be alive. Yea, comm would have to use med pack to heal him anyways without poison. You said that "even if comm does not give med pack". Comm gives medpack if he thinks the player is in that kind of position that he wants. But even if he doesnt, poison isnt instant killer. That marine still has that time to kill aliens little longer. He would anyways die to next bite. You said that its pretty unfair that comm needs to spend 2 res? Well if marine doesnt have armor, comm needs to spend that 2 res anyways with only a single bite.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And as the point I've brought up earlier, this would be too taxing on the marine comm, having to keep track of every single marine, on top of performing his other duties. Nobody can micro that well, except the koreans, and if we have to micro that much, it ceases being fun.

    One more thing. How will this affect HA? Since HA has way more armour that life.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well in my opinion this is already in NS. Comm has to keep track on his soldiers ofcourse and give medpacks and ammo if needed. The better the comm is, the better he can keep track on marines and manage the base. Its skill.

    But your question of affecting HA is pretty hard to answer. If it doesnt affect at all, and is like lerk spore, it would be useless after marines have HA. But, IMHO, poison couldnt be used against HA. But if someone can think of better idea how to do it, then Im willing to change my mind.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Having HA kinda Immune gives it a weakness maybe?
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