Couple Ideas For: Skulk Bite Alternate Fire
Valcien
Join Date: 2007-07-22 Member: 61650Members
<div class="IPBDescription">Number 1: None</div>My Ideas For Skulk Bite Alternate Fire
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1) Don't include one. You can get away with it. Since it's the most basic life-form, it doesn't upset symmetry that much, and sometimes you might have to let go of the idea of total symmetry anyway. If nothing really fits.
2) Focus Bite. You could reduce the speed of the bite even further than NS1 to balance it as an out-the-gate ability. Like maybe 2X damage with .3X speed. If Focus isn't in the game as another role.
3) Maul. The skulk stabs with its barbs. This ability has the Skulk dealing extra damage depending on how fast the skulk is moving, also works from behind. Leap speed equals the same damage as bite, so the skulk would use this when leaping from a height, or with celerity. Using this from behind the Marine while running equals to just over normal bite damage.
4) Power Chomp. Okay, this one is basically like this: the Skulk moves incredibly slowly, so that Marines can very easily get away, the Skulk makes noise as he does it to warn nearby Marines. This Bite is quite powerful, but takes a long time to execute. Maybe as long as two seconds. Mainly used for tearing down structures and mobile sieges quickly, since they can't get away. Could also be used to Chomp Marines coming around the corner (as in the TF2 Pyro taunt)
5) Structures Only Bite. This one has the Skulk clamping down on a structure, and then moving the mouse left and right causes him to twist his head side to side until a chunk of the structure pops off. Could disable it or cause it to take extra damage from attacks.
Thanks for reading, and P.E.A.C.H.
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1) Don't include one. You can get away with it. Since it's the most basic life-form, it doesn't upset symmetry that much, and sometimes you might have to let go of the idea of total symmetry anyway. If nothing really fits.
2) Focus Bite. You could reduce the speed of the bite even further than NS1 to balance it as an out-the-gate ability. Like maybe 2X damage with .3X speed. If Focus isn't in the game as another role.
3) Maul. The skulk stabs with its barbs. This ability has the Skulk dealing extra damage depending on how fast the skulk is moving, also works from behind. Leap speed equals the same damage as bite, so the skulk would use this when leaping from a height, or with celerity. Using this from behind the Marine while running equals to just over normal bite damage.
4) Power Chomp. Okay, this one is basically like this: the Skulk moves incredibly slowly, so that Marines can very easily get away, the Skulk makes noise as he does it to warn nearby Marines. This Bite is quite powerful, but takes a long time to execute. Maybe as long as two seconds. Mainly used for tearing down structures and mobile sieges quickly, since they can't get away. Could also be used to Chomp Marines coming around the corner (as in the TF2 Pyro taunt)
5) Structures Only Bite. This one has the Skulk clamping down on a structure, and then moving the mouse left and right causes him to twist his head side to side until a chunk of the structure pops off. Could disable it or cause it to take extra damage from attacks.
Thanks for reading, and P.E.A.C.H.
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