Vladimir Van Vodka Sexy BeastMembers, Reinforced - Shadow Join Date: 2010-07-30 Member: 73364Posts: 310
edited November 2012 in Ideas and Suggestions
marine munching maw!
Marine Munching Maw! (Isn't a picky eater.)
Cerberi would be growable alien support traps, similar in size to an infantry portal or egg, and placed by the alien commander directly on floor infestation, after a couple of seconds of growth they activate; these would be immobile barely visible "Bear-Traps" that would emerge and grapple by biting a passing marine's feet and not letting go, ensnaring and immobilizing him, slowly chewing him to death, however, they can be destroyed by any weapon, and the captured marine would have his arms completely free to destroy it by many means... Unless... There's another threat waiting nearby...
Please keep reading below for Theoretic Statistics, Abilities, General Points, Pros, Cons and Why.
Armor: ~100 (health and armor together should not exceed the total damage of a full rifle clip. HPâ‰¤500)
Build Cost: ~3 Team Resources
Build Time: ~3-6 seconds
Prerequisite: Researchable at Hive (maybe 2 Hives? could be tied to shades or shifts?)
* Radius: ~1-2 meter diameter (marines should generally have to walk over it.)
* Duration: âˆž (Indefinite, until either Cerberus or Target is destroyed)
* Damage: ~35
* Damage Type: Heavy
* Rate of Fire: 0.8
* Bites per Salve: 1
* Description: Bites and clings onto a single marine/exo's feet, causing immobility and damage over time, also applies full Parasite effect (gives more incentive for aliens to acknowledge and attack the recently or currently ensnared marine)
* Description: Retracts into it's default inconspicuous closed form, barely visible among infestation, also applies Shock Absorb passively.
* Damage to health threshold: 50 (possibly higher? ~100? shotguns need to be effective, should only affect grenades.)
* Description: The Cerberus can absorb massive damage and reduce it to set amount. Shock absorb allows Cerberi to be extra resilient against explosives.
Note: would take approx 3.2 seconds to kill a marine at T0 armor, 4 at T1/T2, 4.8 at T3, would take 7.2 seconds for T0 armor Exo, 9.6 at T1, 11.2 at T2, 13.6 at T3
side note: 4 seconds is actually a long time in combat situations.
+Can be mutated onto any infestation at any time.
+The Cerberi is barely visible when retracted and inactive.
+Is effectively concealed out in the open, or even better at long distances.
+Does not make any movement or sounds while retracted and inactive.
+Extremely well hidden in low light conditions
+Extremely effective in combination with all Shade abilities.
+Extremely effective in combination with Whips and Hydras.
+Quite effective in chaotic or crowded combat situations.
+Quite effective as an Ambush/Deterrent/Support Mechanism.
+Is not a single use structure, and can be reused infinitely given it is not destroyed by marine forces.
+Can be healed by Gorges, Crags and any other alien health source.
+Regenerates health passively over time. (since it's an alien structure.)
+Inexpensive to produce, (~3 team resources.)
+Inconspicuously builds/grows until ready.
+Relatively quick build/growth time. (~3-6 seconds)
+Relatively small and may be clustered to form large groups that may not be jumped over.
+Deters lone wolf/Rambo/Unvigilent marines that run into infested rooms unprepared.
+Even in death, forces marines to lose ammunition and reload to destroy it.
+Is not a picky eater.
-Can easily be spotted and damaged if set on fire by a flamethrower.
-Can easily be spotted and damaged if infestation recedes around it
-Can easily be spotted if revealed by an observatory scan.
-More noticeable in brightly lit rooms.
-Can be easily disposed of at range if ever spotted.
-Can be jumped over if ever spotted.
-Victims can damage the Cerberi even while immobilized.
-Can be destroyed with a single rifle clip.
-Can only affect a single marine/exo or construction at a time.
-Can not affect floating/flying enemies, as it is imbedded into the ground.
-Jetpacks may make this menace obsolete.
-Small area of effect, just two to three feet diameter from its center point, marines need to walk onto it.
-Permanent Locations of Cerberi are usually revealed after a marine has encountered one.
* Additional Information
*Shade abilities are very complementary to Cerberi Mechanics:
Ink Cloud may lead a marine into it.
Cloak makes it 100% invisible.
Hallucinations may create "dud" Cerberi that marines still waste time to try and avoid or destroy.
*Grenades are ineffective against Cerberi, as the Cerberus will ignore it's presence, and take little damage from them while retracted.
*The best, and most effective counter to Cerberi is flamethrower sweeping or cyst destruction, as it reveals and damages them.
(the thought behind this may force marines to think about flamethrower sweeping or destroying cysts before rushing on in or going off alone.)
-No, I did not get the idea from HL2's Barnacle or any other Game/Movie reference, I got it from plain and simple bear traps; The idea of laying a non lethal trap for something, then coming back to finish it off is what spawned the initial concept of the Cerberus.
-No, It is asymmetric from Frontiersmen's Mines because:
It can not instantly kill: it's designed to ensnare and cause damage over time, it can only kill you if you are in combat, already heavily damaged or completely ignorant & alone (then frankly, you deserve to die from it.) It can only affect a single unit at a time, It's ground based and cannot be placed on or in vents, It can only be placed on infestation, It possibly has a smaller radius of effect, It's counter-able by every marine unit with little effort if noticed (all of their firearms have range capability), It requires player or offensive structure presence and effort to be effective. On the plus side; It's dropped by the alien commander instead of player units, It can be dropped at any time; making it an omnipresent threat when venturing on infestation, It's Far less noticeable then mines, It's less expensive then mines, It can be reused, It can be healed, It can help scout out marines with it's parasite and hive sight effects... Etc.
The entire concept of the Cerberus suggestion is designed with support and ambush in mind, these traps are not designed to be effective without an alien player presence, it emphasizes the aliens and their direct connection with environmental gameplay; taking advantage of it. ex: Aliens may lead marines into these traps, they may form local ambush points, they may be dropped in the thick of battle, as marines may not notice them growing beneath their feet as they slay Kharaa, they may be deployed between marines and aliens, allowing your wounded teammates to escape as the marines are deterred by the Cerberi, etc etc. It would lead marines to focus more on environmental hazards, as the alien turf is not their friendly neighborhood. It's alive, it's vicious, it's out to get them. It also gives the Alien Commander more viable tactics for defense and support, which most players would argue Khammanding is rather lackluster currently: The synergy between Khammander, Cerberi and Alien Players is good enough for it to be officially implemented, in one form or another, in my honest opinion.
Since the traps thread I read a while ago, I thought about this idea of a gaping maw that could be placed or "mutated" by the alien commander on infestation, similar to a bear-trap in function.
Later on, I was observing when the 6/13/2011 Design Decision log was being written in real time by Charlie, and when I read about the Alien commander differing from the Marine commander by affecting more the environment then the Alien players themselves, I felt welcomed to write this idea that was floating in my head for a while, I think that the Cerberi would be something that the developers would be searching for when it comes to the design goals they wrote in the design decision log: It could potentially create a fun, viable obstacle and gameplay mechanic that promotes team-play cooperation and vigilance on both Sides of the coin, this, coupled with the fact that it makes the alien environment feel generally more menacing, unwelcoming, dynamic and "alive".
"Cerberi", as with "Hydras" fit perfectly together as ancient Greek mythological name references ingame, and also Cerberi fits the description of a foul ferocious insatiable beast that is cursed to guard the gates of hell for all eternity:
"Greek myth: a dog, usually represented as having three heads, that guarded the entrance to Hell"
Cerberus â€“noun, plural: -ber·us·es, -ber·i
Wiltdog for the Cerberus Hive Sight/Parasite Idea
QUOTE (Wiltdog @ Jun 14 2011, 06:29 PM) »
[...] The teamwork aspect behind this idea is fantastic. One marine gets stuck and maybe he can glow a different color through the walls, which acts like a homing beacon for all nearby skulks. Im even imagining it from the marines perspective. Get stuck/ "oh ######." [...]
PsympleJester for the cool "All the maw to kill you with" slogan/pun.
QUOTE (PsympleJester @ Oct 27 2012, 10:21 PM) »
Here's some extra images for visual comprehension and concept of what it may look similar to;
pictures of "The Thing"â„¢ from the 1938 novella "Who goes there?" and the "Sarlacc"â„¢ from the Star-Wars franchise:
''Om Nom Nom Nom!''
Post edited by Unknown User on