Nets for Marines

Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
<div class="IPBDescription">Gorges can web, but what can marines do?</div><b>Introduction:</b>
We've all played NS1 and gotten stuck in webs, especially when jet packing. However, I've noticed that aliens can freely fly freely with few obstructions. Marines can occasionally build some structures for blocking, but it rarely works and it's just not the same.

<b>Problem:</b>
Marines don't have a way to web aliens.

<b>Solution:</b>
Give the marines a net.

<b>Suggestion:</b>
How about a net gun.

1. It is disposable in that it can shoot one net during a marine's life, like a mines or grenades in NS1. So, the marine has to respawn to use it. This keeps it from being overused.

2. Its primary fire should shoot a net that can capture small and medium sized aliens (doesn't affect Onos for some balance). It slows aliens down, like web slows marines. In order to escape, aliens need to either thrash their mouse around or bite/swipe two times.

3. Its secondary fire mode shoots a total of 3-4 hooks, one after another (the marine aims and chooses each location). These hooks stick to walls to create the boundaries of the net. If the hooks are 20 feet apart and a net has maximum dimensions of 8x8 feet, then it is an 8x8 foot net in the middle suspended in the middle. I suggest that aliens don't get tangled in these, but that the nets just block them and can be destroyed with two bites/swipes.

4. Marines get blocked by hanging nets (for balance) and can destroy them with two knife cuts if needed. However, marines don't get tangled.

<img src="http://technabob.com/blog/wp-content/uploads/2008/03/net_gun.jpg" border="0" class="linked-image" />

<img src="http://scrapetv.com/News/News%20Pages/Politics/images-2/net-gun.jpg" border="0" class="linked-image" />

<img src="http://a.espncdn.com/winnercomm/outdoors/conservation/i/P2_c_fea_QDMA_spike_antler4.jpg" border="0" class="linked-image" />

<img src="http://img693.imageshack.us/img693/7052/marinenet1.jpg" border="0" class="linked-image" />

<img src="http://img28.imageshack.us/img28/2783/marinenet2.jpg" border="0" class="linked-image" />

Please give me some feedback and alternate suggestions.
«1

Comments

  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    I feel that in NS2 the aliens and marines have lost some of their differences. So I don't see the need of giving the marines the equivalent of an alien weapon.

    Also a net gun doesn't fit into the the marine arsenal very well, netguns are for subduing people without trying to hurt them. If these were scientists trying to obtain sample it would make more sense, but these are marines trying to eliminate a threat.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752651:date=Feb 12 2010, 09:43 AM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Feb 12 2010, 09:43 AM) <a href="index.php?act=findpost&pid=1752651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... netguns are for subduing people without trying to hurt them...<!--QuoteEnd--></div><!--QuoteEEnd-->
    What about subduing them to hurt them? Ever try to kill a fade, but it keeps running away before anyone can really hurt it? Entangling it in a net can give an extra 2 seconds to shoot it. That is the tactical advantage. Also, it can restrict the movement of flying aliens, causing a disadvantage for their flying advantage.

    Depending how the game works, this might be a good pistol replacement, just as lmg is replaced with other weapons.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited February 2010
    Wow that's a really good idea... definately wish the predator had that in avp3... In avp2 we had the netgun and it was really fun to use :)

    I don't know if the ns2 developers have enough skill to make a net gun personally... but i see it's use would be VERY HELPFUL for the marine team...

    It would help by:

    1. allowing marines to snare a lork before it flies away

    2. entangle fades so they can't run away like ######.

    3. trip a onos.

    4. snare MULTIPLE skulks and/or gorges!

    There's really no end to the ways it can be useful... I imagine it should be a weapon which fires from the lmgs attached grenade launcher tube.

    Aliens should be slowed down by webs btw... maybe permit them to walk BUT NOT FLY through them.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752654:date=Feb 12 2010, 09:53 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 12 2010, 09:53 AM) <a href="index.php?act=findpost&pid=1752654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would help by:

    1. allowing marines to snare a lork before it flies away

    2. entangle fades so they can run away like ######.

    3. trip a onos.

    4. snare MULTIPLE skulks and/or gorges!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for the compliment.

    A good 5th use could be to create a hammock. So, if marines want to jump across a ravine, they can create a small bridge with a net. If a marine wants to hide near the ceiling, he can fly up on top of the net (like standing on a mine on the wall)... there's tons of traps that can be made with these and aliens can easily destroy them, so they should be pretty balanced.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1752654:date=Feb 12 2010, 01:53 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 12 2010, 01:53 PM) <a href="index.php?act=findpost&pid=1752654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. allowing marines to snare a lork before it flies away

    2. entangle fades so they can't run away like ######.

    3. trip a onos.

    4. snare MULTIPLE skulks and/or gorges!

    There's really no end to the ways it can be useful... I imagine it should be a weapon which fires from the lmgs attached grenade launcher tube.

    Aliens should be slowed down by webs btw... maybe permit them to walk BUT NOT FLY through them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The marine team emphasizes firepower while the alien team emphasizes speed and maneuverability.

    This sounds like it would take away a lot of the advantages that the aliens have and tip the scales in favor of the marines.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752657:date=Feb 12 2010, 10:06 AM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Feb 12 2010, 10:06 AM) <a href="index.php?act=findpost&pid=1752657"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The marine team emphasizes firepower while the alien team emphasizes speed and maneuverability.

    This sounds like it would take away a lot of the advantages that the aliens have and tip the scales in favor of the marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Do keep in mind that the net is easily destroyed and I'm not suggesting something where you'll see dozens. Remember that there's currently nothing to obstruct alien movement besides short structures and heavies (if they really want to block a doorway/hallway. Also, I did state that this will block marines as well.

    We may also want to add that grenades can destroy these. Although it falls under friendly fire, it may be another good disadvantage. We just have to make sure that it has to be a close blast.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1752688:date=Feb 12 2010, 04:12 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Feb 12 2010, 04:12 PM) <a href="index.php?act=findpost&pid=1752688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember that there's currently nothing to obstruct alien movement besides short structures and heavies (if they really want to block a doorway/hallway.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The marines have mines
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752703:date=Feb 12 2010, 01:10 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Feb 12 2010, 01:10 PM) <a href="index.php?act=findpost&pid=1752703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The marines have mines<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't know that mines were useful at blocking outside of vents :)
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    The two teams are supposed to be asymmetrical. The marines should not get web just because the aliens get it.

    Enough is being done to make them more symmetrical already (sadface). We really don't need any more.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1752704:date=Feb 12 2010, 05:12 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Feb 12 2010, 05:12 PM) <a href="index.php?act=findpost&pid=1752704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't know that mines were useful at blocking outside of vents :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can put mines on ladders, stairs and in hallways
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752707:date=Feb 12 2010, 01:16 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Feb 12 2010, 01:16 PM) <a href="index.php?act=findpost&pid=1752707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can put mines on ladders, stairs and in hallways<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't know that most aliens used ladders :)

    It isn't really blocking if an alien can get by without setting off the mine. A hallway too small for an alien to get by the mine is called a vent. Stairs may be a valid point, but they have to be narrow.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    A couple of mines in a hallway is a good way to soften up an onos before he gets to you
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    maybe withthe new engine we can get the laser tripmines back.. if i remember correctly the laser just got removed due to stability issues of the server, to many lasers could crash the game.. if we get the laser back you could do your laser grid explosive minefield ...thingie..
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2010
    Bad idea! Keep your movement impairing shizzle out of Khaara gameplay... And I noticed FocusedWolf's anti-Khaara movement is gaining supporters :D What is up with that... First the Onos Exploding flamer and now this turning Khaara into defenseless targets...
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752737:date=Feb 12 2010, 02:15 PM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 12 2010, 02:15 PM) <a href="index.php?act=findpost&pid=1752737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe withthe new engine we can get the laser tripmines back.. if i remember correctly the laser just got removed due to stability issues of the server, to many lasers could crash the game.. if we get the laser back you could do your laser grid explosive minefield ...thingie..<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would be cool if instead of just a mine with a fixed laser shooting straight out the front, if you could angle the laser beam. I'm guessing it would use code similar to the hook system I mentioned.


    <!--quoteo(post=1752840:date=Feb 12 2010, 08:54 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 12 2010, 08:54 PM) <a href="index.php?act=findpost&pid=1752840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bad idea! Keep your movement impairing shizzle out of Khaara gameplay... And I noticed FocusedWolf's anti-Khaara movement is gaining supporters :D What is up with that... First the Onos Exploding flamer and now this turning Khaara into defenseless targets...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please keep in mind that these nets will be easy to destroy. In fact, we should add xeno to the list of attacks that can destroy nets.

    Here's another idea, it could simply just be a net gun and not setup hanging nets. That way, it just nets an alien (non-onos) for two seconds and that's it. We can even make this an lmg attachment (right click/secondary function) if we like.

    Don't forget that even though hanging nets are similar to web, Onos have stomp and marines don't have any stunning attacks.

    I'd really like to see some alternate suggestions from you guys.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2010
    Melee team has stuns to close the distance, a ranged team doesn't need this... Just try and stand still as a fully upgraded alien for 2 seconds in NS1, it will most likely end up with with a respawn at the hive... The fact that from range, the marines can now focus their combined RANGED firepower on a stationary target, makes even a seemingly 2 seconds stun a bad idea...
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    edited February 2010
    <!--quoteo(post=1752907:date=Feb 13 2010, 05:32 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 13 2010, 05:32 AM) <a href="index.php?act=findpost&pid=1752907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fact that from range, the marines can now focus their combined RANGED firepower on a stationary target, makes even a seemingly 2 seconds stun a bad idea...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Look at the Onos in NS1. It could stun MANY marines (dozens, potentially) and then it eats one. It can also stun and attack helpless marines. Its teammates can join in to have a killing frenzy on the trapped marines.

    Compare this to the fired net. It stuns a SINGLE target for 1-2 seconds and that target can still redeem.

    From what I can see, stomp > net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2010
    More like: Melee team stomp < ranged team net. Besides, if you hear or know about an Onos in the vicinity, just spread out a bit and the marines who are not stunned, will still fire their weapons from long range. Jetpacks work as well for this if the tech was going that way.

    The marine team is more dependent on teamplay and combined firepower, while the aliens can do pretty well on their own. A marine should not be alone, and in normal circumstances, has his buddies nearby to fire away. Making the stun attack valid, because there is still danger and it's in itself an anti-rambo weapon as well. The Khaara have always been about movement, maneuverability and speed, taking that away from them with a stun/movement impairing effect is quite similar to blocking their movement with a heavy in a doorway.

    A team that is 100% dependent on movement, like the Khaara, to decide the outcome of a fight. Should never glued to the ground by something that is out of their control. Even in the heavy blocking a doorway scenario, the alien can still dodge or move to try and avoid being turned into a bloodstain.


    Again, 1 or 2 seconds might not seem like much, but it is more then enough to turn an alien into green mist.

    Just to add to this, it seems the hold E to build thing from NS1 is going to be replaced with weld/builder bots? Ifso, that means even more guns firing away from range, making freedom of movement for a melee only team even more important...
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    The big difference there is that the Onos itself costs 75 res and is countered by JPs, which are cheaper and usually in the game sooner. Most of the Marines it kills can be replaced fairly cheaply.

    The net, conversely, would give Marines a good chance of cheapshotting lifeforms that are much more difficult to get back. It would really be quite lame. Stuns in general are bad; the only reason they were bearable in NS1 is because they were integral to the overall balance, and I'm pretty sure Stomp is out for NS2 anyways.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752970:date=Feb 13 2010, 01:03 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Feb 13 2010, 01:03 PM) <a href="index.php?act=findpost&pid=1752970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The big difference there is that the Onos itself costs 75 res and is countered by JPs, which are cheaper and usually in the game sooner. Most of the Marines it kills can be replaced fairly cheaply.

    The net, conversely, would give Marines a good chance of cheapshotting lifeforms that are much more difficult to get back. It would really be quite lame. Stuns in general are bad; the only reason they were bearable in NS1 is because they were integral to the overall balance, and I'm pretty sure Stomp is out for NS2 anyways.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Keep in mind that the net that I suggested doesn't work on Onos. Skulks and lerks are probably too fast/weak to waste a net on, so fades (or whatever NS2 has) is the main target.

    Also, don't expect to see many net guns in use. If you were a commander, would you drop them for your team? They might be more abundant on combat mode, but we're talking one shot per life with no reloads.

    If you guys have some alternative net ideas, please share them. I'd like some suggestions.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1752996:date=Feb 13 2010, 05:52 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Feb 13 2010, 05:52 PM) <a href="index.php?act=findpost&pid=1752996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep in mind that the net that I suggested doesn't work on Onos. Skulks and lerks are probably too fast/weak to waste a net on, so fades (or whatever NS2 has) is the main target.

    Also, don't expect to see many net guns in use. If you were a commander, would you drop them for your team? They might be more abundant on combat mode, but we're talking one shot per life with no reloads.

    If you guys have some alternative net ideas, please share them. I'd like some suggestions.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The fade is a hit and run unit. The net would be extremely powerful against it.

    Just like how the jet pack is hit and run and stomp does not work on it.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1752999:date=Feb 13 2010, 02:59 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Feb 13 2010, 02:59 PM) <a href="index.php?act=findpost&pid=1752999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fade is a hit and run unit. The net would be extremely powerful against it.

    Just like how the jet pack is hit and run and stomp does not work on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is why it'd be a 1 shot weapon with no reloads or resupply. This will limit the use of the weapon to help balance it.

    As for jetpacks and onos, an onos has a devour range of at least 10 feet in NS1. I find that very annoying when I jp. Also, they can charge faster than a jp can fly (I think).

    Fades fly way faster than anything else and can outrun a jp any day of the week. A little obstruction to their unmatched speed isn't asking too much.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    We've been focusing on how the net can be useful in combat. Lets take a look at the usefulness of the net as a tool. Here's some new pictures:

    This picture shows two hammocks. One acts as a bridge and the other can hold a jetpack or two. It can easily be destroyed with 2 bites or swipes. We might add that if an onos steps on a horizontal bridge, it breaks. Note that these are triangular (3 hook) nets.
    <img src="http://img121.imageshack.us/img121/5816/marinenet3.jpg" border="0" class="linked-image" />

    This picture shows how the net could help marines get into places that normally require a jetpack.
    <img src="http://img145.imageshack.us/img145/2008/marinenet4.jpg" border="0" class="linked-image" />

    This picture shows how the net could act as a ladder.
    <img src="http://img134.imageshack.us/img134/5405/marinenet5.jpg" border="0" class="linked-image" />
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    This would put the alien team at a bigger disadvantage. Not only can the net reduce alien movement but it can also increase marine movement.

    The blitz tactics that aliens use depends heavily on their speed. Even though a net can be destroyed, the few moments it takes to destroy is devastating for speed based tactics.

    Aliens are ambushers, along with their speed, utilize vents and narrow passage ways to take down opponents. The ability to fly and walk on walls give them access to places that marines normally wouldn't have access to. Vents also help aliens navigate around marine controlled areas. allowing marines to have access to these areas without a jetpack would imbalance the game towards marines.

    Also allowing marines to use nets to set up little perches in the top corners of rooms where aliens have trouble getting to seems very frustrating for aliens.
  • johnny truantjohnny truant Join Date: 2008-03-09 Member: 63827Members, Reinforced - Silver
    I think this is one of those "it seemed like a good idea at the time" situations that always end badly. Hybridclaw is right, nets etc. for marines would really unbalance the game, the point is that the two teams are supposed to play differently - that's why they're asymmetric in the first place. Including things like this ruin the asymmetry and detract from the originally intended gameplay.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1752840:date=Feb 12 2010, 09:54 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 12 2010, 09:54 PM) <a href="index.php?act=findpost&pid=1752840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bad idea! Keep your movement impairing shizzle out of Khaara gameplay... And I noticed FocusedWolf's anti-Khaara movement is gaining supporters :D What is up with that...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I guess a few other people pressed F1 when they played NS1.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1753181:date=Feb 14 2010, 05:49 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 14 2010, 05:49 PM) <a href="index.php?act=findpost&pid=1753181"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess a few other people pressed F1 when they played NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    F1 = join marines
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    lets smush the teams together until all their unique features are gone like a fat kid trying to make its pet rabbit and guinea pig have babies by similarly smushing them together. guess what: It won't work.
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