Skulk latch ons and Fade assasinations

Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
It just doesn't seem like Skulks' exclusive method of attack would be jumping around biting things, with their wall climbing ability, wouldn't they be able to cling onto a human and use their claws to rip into their skin? My idea is that when making contact with a marine, skulks have the chance to hit a button which allows them to cling onto the marine, and from their button mash the attack button, repeatedly hammering its talons into the marine. This would also add to the horror factor, as skulks could wait on the ceiling to pounce down onto unsuspecting marines who immediately begin to take damage. However, Marines can easily shake them off by tapping the melee button to prevent this from being OP and only allow skulks to take away quick chunks of marine health in sacrifice to their own because of the melee. Also, when multiple skulks latch onto a marine, it becomes harder to shake them off, so imagine walking into a room and your friend is covered in skulks, you could help him out by shooting them off, would add to the immersion. But seeing skulks trying to cling onto marines and do damage that way will add to the realism greatly since you wont see battles full of tons of hopping and biting noises, yet it wouldn't drastically affect gameplay.

As for Fade assassinations, if a Fade manages to sneak up behind a marine, they can grab onto them and impale them from behind, that would seem much more realistic then them just swinging away when they can go for an easy kill, and would also add the scariness.

Comments

  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    First, no to insta kills. It just makes you feel useless typically unless the entire class is built around the idea (See Spy in TF2).

    Second, that's surprisingly one of the least bad versions of Skulk cling I've heard so far. I'm not sure how this would be balanced though. I mean, making it easy you can just spam Melee and the Skulk doesn't do huge amount of extra damage. If it takes 2 melees, that's free assured damage for the Skulk.

    Personally I don't care too much about adding features solely for immersion. Do you have a better reason to add in these features?
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Attaching models takes control away from the player, which is something you rarely want to do in an FPS. Also remember that the Rifle is currently the only weapon with a melee attack, so anyone with any other weapon would be unable to shake off skulks. It sounds cool in theory, but in practice it would be quite annoying, unbalanced, and would turn the game into God of War.

    You can already chomp in mid-air, which is quite effectively lets you pounce on marines and deal damage immediately. If anything, I'd rather they just give leap a hitbox that dealt a small amount of damage should you leap into a marine.

    Besides, Cory just recently said that they intend on adding a knockback on the rifle melee for mid-air skulks. I think this will help add that dramatic feel that you're going for, Nex.

    As for the Fade suggestion, it's more or less the same situation. Insta-kills aren't really fun for anyone, and if you take away the necessity to place yourself and aim your attacks properly, we no longer have an FPS, we have God of War.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Can someone say Jockey?

    This idea works in L4D2, but I don't think it would in NS2. I could also see it become very op by making spawncamping that much easier. Marine spawn, skulks latches on, rinse and repeat.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1839800:date=Apr 4 2011, 12:25 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Apr 4 2011, 12:25 PM) <a href="index.php?act=findpost&pid=1839800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can someone say Jockey?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except you can't get a Jockey off by yourself. =p
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1839840:date=Apr 4 2011, 11:00 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Apr 4 2011, 11:00 PM) <a href="index.php?act=findpost&pid=1839840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Except you can't get a Jockey off by yourself. =p<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.mariowiki.com/Mini_Goomba" target="_blank">Micro Goombas</a> all over again...
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I think the difference is that at their cores*, L4D2 is a coop campaign game while NS2 is a competitive multiplayer game. That's why taking control away from a human player isn't so bad in L4D2 but it's taboo in NS2.
    *This doesn't mean that there isn't competitiveness in L4D2 (in that game mode), or that there isn't cooperation in NS2, just that the primary genres are coop-campaign and competitive-multiplayer respectively. One's a narrative, the other is a playing field.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    since they wanted the fade to be "ambush" class, making him into what left 4 dead 2 hunter is what he should be. review this video as my example, and now picture that movement as the fade.

    <a href="http://www.youtube.com/watch?v=UPAqtbiLuVY" target="_blank">http://www.youtube.com/watch?v=UPAqtbiLuVY</a>

    just look at this footage of the hunter, how he moves and how he easily controls his movement while leaping forward. Especially the ability to catch moving targets which something the current fade can't do if his life depended on it, in many cases it does.

    the current fade blink is actually turtle or a rock compared to the hunter in L4D2.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    What if it kept control for the player and allowed skulls to climb marines as thety would walls
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1840294:date=Apr 8 2011, 09:47 AM:name=Nex Carnifex)--><div class='quotetop'>QUOTE (Nex Carnifex @ Apr 8 2011, 09:47 AM) <a href="index.php?act=findpost&pid=1840294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if it kept control for the player and allowed skulls to climb marines as thety would walls<!--QuoteEnd--></div><!--QuoteEEnd-->
    Considering they're planning on adding a knockback to rifle-butt melee, I don't think this would be a terrible compromise, if all we were trying to do was compromise.

    But I don't really feel it's necessary or would really add to the game. Just my opinion though, others may like it.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1840294:date=Apr 8 2011, 05:47 AM:name=Nex Carnifex)--><div class='quotetop'>QUOTE (Nex Carnifex @ Apr 8 2011, 05:47 AM) <a href="index.php?act=findpost&pid=1840294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if it kept control for the player and allowed skulls to climb marines as thety would walls<!--QuoteEnd--></div><!--QuoteEEnd-->

    I support this for the sole reason that it would be awesome to see skulks climbing all over a marine. Skulks hats, here we go!
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    idk, buuut
    assassionation for fades sounds awesome.. fades are somehow .. you know? i think it would be awesome if you can teleport behind an enemy and spike youre claws trough his chest like in the trailer.. OMG YES LIKE IN THE TRAILER ! that would even be balanced because the advantage of insta kill would be contered by the fact that the fade does not move for 2-3 seconds wich makes him EXTREMELY attackable for other marines.. so fades would spike up single marines and slice up hordes of marines...
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    and ###### loads of fades would be able to insta kill ###### loads of marines :D

    also, can we change the fade teleportation from 2 clicks to one click, and if you aim directly at a marine, it simply goes behind him aiming at him. POW.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited April 2011
    <!--quoteo(post=1841175:date=Apr 16 2011, 11:41 AM:name=Ironsoul)--><div class='quotetop'>QUOTE (Ironsoul @ Apr 16 2011, 11:41 AM) <a href="index.php?act=findpost&pid=1841175"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also, can we change the fade teleportation from 2 clicks to one click, and if you aim directly at a marine, it simply goes behind him aiming at him. POW.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Already been requested to death. There is a mod that does this, but I can't seem to find it ANYWHERE!

    Also, I'd withhold any major suggestions for Fades until they implement <a href="http://img812.imageshack.us/img812/8555/fadefeint.gif" target="_blank">Feint</a>, which--judging from the name and the respective graphic in the NS2 directory--is probably an ability that lets you blink (puff of smoke, brief invisibility) without leaving your location. I imagine this will make the Fade increasingly frightening and dangerous.
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