Weapon idea to solve the 'slashing RT' problem
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
So the devs dislike how in NS1 a lot of time is spent facefirst in an RT knifing it.
I'm suggesting a 'PulsePack', though the name can be improved.
When a marine has a pulsepack, he equips and holds it just like a mine. Then he can place it directly on an alien structure, or or the floor or a wall. When placed, the pulse mine shoots out siege-like pulses every 3 seconds, which deals damage identically to the siege cannon but is weaker. It dies after X amount of pulses, and will die with 3ish bites from an alien. The pulsepack also makes a continuous loud static noise, plus the really loud pulse shot.
So when a marine is equipped with these, he can place one right on an RT, or jump in between a few chambers and place one between all of them, etc. He then has to protect it while it does the damage, or he can knife away as well. But, he has less incentive to knife because any alien sounds are masked by the static noise.
To me, that sounds like a pretty fun mechanic to solve the problem. But there's still how marines actually obtain these.
I'd suggest two upgrades: one on the armory, one on the proto. The armory has a 'PulsePack' option for 10 res, which creates 4 pulsepacks that fit into N/S/E/W slots on the armory. Marines can take them at will, and the pulsepacks can't be re-bought until they're all taken.
The second upgrade is on the proto, for 30 res, which equips all marines with 1 pulsepack as they spawn.
Anyways, this was a quick idea that can be added to the NS1 pistol/knife, or added onto another solution that the devs come up with, which could allow them to replace the knife/pistol without worry about the knifing-rt aspect.
Thoughts?
I'm suggesting a 'PulsePack', though the name can be improved.
When a marine has a pulsepack, he equips and holds it just like a mine. Then he can place it directly on an alien structure, or or the floor or a wall. When placed, the pulse mine shoots out siege-like pulses every 3 seconds, which deals damage identically to the siege cannon but is weaker. It dies after X amount of pulses, and will die with 3ish bites from an alien. The pulsepack also makes a continuous loud static noise, plus the really loud pulse shot.
So when a marine is equipped with these, he can place one right on an RT, or jump in between a few chambers and place one between all of them, etc. He then has to protect it while it does the damage, or he can knife away as well. But, he has less incentive to knife because any alien sounds are masked by the static noise.
To me, that sounds like a pretty fun mechanic to solve the problem. But there's still how marines actually obtain these.
I'd suggest two upgrades: one on the armory, one on the proto. The armory has a 'PulsePack' option for 10 res, which creates 4 pulsepacks that fit into N/S/E/W slots on the armory. Marines can take them at will, and the pulsepacks can't be re-bought until they're all taken.
The second upgrade is on the proto, for 30 res, which equips all marines with 1 pulsepack as they spawn.
Anyways, this was a quick idea that can be added to the NS1 pistol/knife, or added onto another solution that the devs come up with, which could allow them to replace the knife/pistol without worry about the knifing-rt aspect.
Thoughts?
Comments
1.) Marines should be vulnerable when attacking structures, even the taser concept has this.
2.) It's an extra model rather than a removal of a model.
One is easily solved but two may be a fatal flaw.
Now, should this pulse pack be free, then, look at locallyunscene's comments.