Good point twilight blue. One of the rifle's melee animations may be the answer (Not sure if it still in). It shows the player extending the rifle out from their body and then hitting it with their palm, with the intension of hitting the opponent with the broad side of the weapon.
<!--quoteo(post=1867130:date=Aug 7 2011, 10:24 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 7 2011, 10:24 AM) <a href="index.php?act=findpost&pid=1867130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->something cool but totally useless would be making right click perform the 'pump' action. So players cant shoot more than once unless they manually pump their own gun :D???????????????????<!--QuoteEnd--></div><!--QuoteEEnd-->
I've fiddled with that effect myself in garrys mod when coding shotguns and it works quite nicely when you make the primary fire alternate between shooting and pumping.
As shotguns are generally very low ROF weapons, it does a lot for the feel if you have a reason to click a lot. Makes them feel much beefier somehow.
<!--quoteo(post=1867124:date=Aug 7 2011, 03:51 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 7 2011, 03:51 AM) <a href="index.php?act=findpost&pid=1867124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As much as I would love a melee attack on the Shogun, (because it would feels so natural, and cover its glaring weakness at close range) it should be unique.<!--QuoteEnd--></div><!--QuoteEEnd-->
Shotgun is a close range weapon. Because of this if it has a secondary it should be something more long range.
I like the flare idea, and/or what if we further developed this taser idea?
<!--quoteo(post=1867124:date=Aug 6 2011, 09:51 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 6 2011, 09:51 PM) <a href="index.php?act=findpost&pid=1867124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As much as I would love a melee attack on the Shogun, (because it would feels so natural, and cover its glaring weakness at close range) it should be unique.
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock.
Perhaps a melee shove (knock back) with no damage would be more fitting? It could also act as a block, that absorbs some damage from a melee attack (Bite, Swipe).<!--QuoteEnd--></div><!--QuoteEEnd--> Couldn't you just put a crenelated tip onto the shotgun barrel like a bayonet so you just strike barrel first.
<!--quoteo(post=1867200:date=Aug 7 2011, 11:57 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 7 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1867200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Couldn't you just put a crenelated tip onto the shotgun barrel like a bayonet so you just strike barrel first.<!--QuoteEnd--></div><!--QuoteEEnd-->
If we're talking realistic physics here, the weight differential is negligible between LMG and shotgun, so melee will not be restricted by some marginal lack of weight in the butt of the shotgun. So that's a moot point. Bayonet and weapon buck are the same thing, a melee attack.
<!--quoteo(post=1867218:date=Aug 7 2011, 02:15 PM:name=saltybp53)--><div class='quotetop'>QUOTE (saltybp53 @ Aug 7 2011, 02:15 PM) <a href="index.php?act=findpost&pid=1867218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't mind if the secondary played the idle animation, for extra awesomeness and looks :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the 10 second Flare idea (but with no negative effect to alien sight) and agree that each weapon should have a secondary feature, like how the pistol really needs to get a green laser for better accuracy.
<!--quoteo(post=1867211:date=Aug 7 2011, 07:50 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 7 2011, 07:50 AM) <a href="index.php?act=findpost&pid=1867211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If we're talking realistic physics here, the weight differential is negligible between LMG and shotgun, so melee will not be restricted by some marginal lack of weight in the butt of the shotgun. So that's a moot point. Bayonet and weapon buck are the same thing, a melee attack.<!--QuoteEnd--></div><!--QuoteEEnd--> Bayonets and rifle butts are completely different. For one, I'd much prefer to be hit by a rifle butt than a bayonet. Second, a bayonet adds more reach to the weapon. What I think the bayonet should do is the following: 1: More damage than the rifle butt. 2: More reach, thus allowing me to stab cysts/structures without crouching.
Having those two things would make the shotgun a dream, then I wouldn't have to switch weapons to kill cysts and could possibly get that last hit in when reloading that I might need.
<!--quoteo(post=1867285:date=Aug 7 2011, 07:36 PM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 7 2011, 07:36 PM) <a href="index.php?act=findpost&pid=1867285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bayonets and rifle butts are completely different. For one, I'd much prefer to be hit by a rifle butt than a bayonet. Second, a bayonet adds more reach to the weapon. What I think the bayonet should do is the following: 1: More damage than the rifle butt. 2: More reach, thus allowing me to stab cysts/structures without crouching.
Having those two things would make the shotgun a dream, then I wouldn't have to switch weapons to kill cysts and could possibly get that last hit in when reloading that I might need.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe you are supposed to switch weapons to kill structures? I'm not too happy about a gun that's good in melee and close-range. Maybe add a sniper-option too?
Flare Alternative Attack: <ul><li>Each Marine when purchasing a Shotgun, is equipped with 3 Flare secondary fire rounds.</li><li>When shooting the Flare shell, it will leave at a similar rate the grenades of a grenade launcher leaves the LMG</li><li>The Flare will explode on contact and roll to a stop (physics involved).</li><li>Once the Flare is ignited, it will blind and distort Aliens view. The results vary depending on how they are staring at the Flare round.</li><li>The effect will be similar to the Flare the drifters have. However, instead of a 1 shot blinding effect the drifter ability has, the Flare round will continue to blind Alien classes until its depleted. FYI - The blinding effect will gross in effectiveness and fade as it's lifespan comes to an end.</li><li>The Flare round will not effect Marines in any situation and the graphic effect will be similar to any traditional Flare gun (this can open the door for the community to make different color flares!). Any example can be seen here (the video sucks, I am aware of this) <a href="http://www.youtube.com/watch?v=hKd3pDw3-TY&feature=related" target="_blank">http://www.youtube.com/watch?v=hKd3pDw3-TY...feature=related</a>.</li></ul>
What this will create is a protective wall against all Alien classes and help even out the ability to flank and take down Fades/Lerks. Can I see this working in the long run? Absolutely! The current abilities of the Kharaa and the anticipated abilities far out-weight the Marines in early-to-mid game. Having some form of mobile defense will greatly increase the ability for Marines to hold down locations from large rushes by Aliens.
<!--quoteo(post=1867408:date=Aug 8 2011, 05:42 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 8 2011, 05:42 AM) <a href="index.php?act=findpost&pid=1867408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flare Alternative Attack: <ul><li>Each Marine when purchasing a Shotgun, is equipped with 3 Flare secondary fire rounds.</li><li>When shooting the Flare shell, it will leave at a similar rate the grenades of a grenade launcher leaves the LMG</li><li>The Flare will explode on contact and roll to a stop (physics involved).</li><li>Once the Flare is ignited, it will blind and distort Aliens view. The results vary depending on how they are staring at the Flare round.</li><li>The effect will be similar to the Flare the drifters have. However, instead of a 1 shot blinding effect the drifter ability has, the Flare round will continue to blind Alien classes until its depleted. FYI - The blinding effect will gross in effectiveness and fade as it's lifespan comes to an end.</li><li>The Flare round will not effect Marines in any situation and the graphic effect will be similar to any traditional Flare gun (this can open the door for the community to make different color flares!). Any example can be seen here (the video sucks, I am aware of this) <a href="http://www.youtube.com/watch?v=hKd3pDw3-TY&feature=related" target="_blank">http://www.youtube.com/watch?v=hKd3pDw3-TY...feature=related</a>.</li></ul>
What this will create is a protective wall against all Alien classes and help even out the ability to flank and take down Fades/Lerks. Can I see this working in the long run? Absolutely! The current abilities of the Kharaa and the anticipated abilities far out-weight the Marines in early-to-mid game. Having some form of mobile defense will greatly increase the ability for Marines to hold down locations from large rushes by Aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this Idea. It can act as a superbright light, but I think it should not blind completely. Maybe forcing the Aliens to use the normal alien view rather than the more easy targeting mode could balance that. Also I vote for just 1 or 2 flares, because there's never a way too long to the armory to recharge.
<!--quoteo(post=1867409:date=Aug 8 2011, 09:47 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Aug 8 2011, 09:47 AM) <a href="index.php?act=findpost&pid=1867409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this Idea. It can act as a superbright light, but I think it should not blind completely. Maybe forcing the Aliens to use the normal alien view rather than the more easy targeting mode could balance that. Also I vote for just 1 or 2 flares, because there's never a way too long to the armory to recharge.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree the number of Flare rounds should be small in quantity as well. This will create a system where the Marines have to carefully choose where their Flares will be used.
I also agree that it should not blind the Aliens, just create enough of effect to cause them to think twice on approaching that current location. I think it should create a large distortion in "Alien View" and a (not-so heavy) distortion in normal view.
Won't this give marines an upper hand in dark environments? :) Don't really like the idea: 10 marines with 3 flares gives the possibility to spam flares non-stop at the frontline
On right mousebutton the shotgun will "charge up" (the 6 lights on the side will start blinking for 3seconds, then they stop and one of those lights will be red, after shooting the 1light goes off) Or something like that...
There is plenty you can adjust to not make it a op shotgun shot (doesnt need to be same dmg + ignition)
Charge up time, dmg, spread, shorter flame dot, cooldown afterwards, etc..
<!--quoteo(post=1867415:date=Aug 8 2011, 09:54 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Aug 8 2011, 09:54 AM) <a href="index.php?act=findpost&pid=1867415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Won't this give marines an upper hand in dark environments? :) Don't really like the idea: 10 marines with 3 flares gives the possibility to spam flares non-stop at the frontline<!--QuoteEnd--></div><!--QuoteEEnd--> This will absolutely give them the upper hand (temporarily) in dark environments. The flare will only burn for 10 seconds and its peak will be around the 5 second marker.
Let's be honest, the Alien View is extremely unfair as is. I wasn't fully following NS2 for some time but I am not sure when and how the Alien view wasn't deemed a little to excessive in terms of balancing. If anyone remembers the whole hacking scene of counter-strike 1.6, the Alien View strongly reminds me of Lambert hacks:
The only thing you can't do is see your enemies through the walls (which you can if they are parasited or walking on infestation). I just find Alien View to be a bit excessive to begin with and having this Flare feature will help in equalizing the advantages Aliens have over Marines.
<i>It's funny how if this type of POV is in any other game, it's considered a "hack" of some sort...</i> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114172</a> <-- Much better...
I like the idea, but 3 flares is too much imo, as even a group of 3 marines can spam those 9 for a minute and a half, more then enough time to take out a hive. I'd prefer one flare per shotty.
The main difference is, it doesnt let you see trough walls, and you are melee based... its more like quake with bright player models...<!--QuoteEnd--></div><!--QuoteEEnd--> "Technically" you can see through walls if they are parasited-or-walking on infestation... If you pair Parasite, with Cloak/Camouflage and Alien View turned on, the only thing missing is an Aimbot lol.
<!--quoteo(post=1867425:date=Aug 8 2011, 10:38 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 8 2011, 10:38 AM) <a href="index.php?act=findpost&pid=1867425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's everything I wanted and more!
I like the idea, but 3 flares is too much imo, as even a group of 3 marines can spam those 9 for a minute and a half, more then enough time to take out a hive. I'd prefer one flare per shotty.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree, <ul><li>1 Flare round per shotgun.</li><li>Flare should only completely Blind an Alien in Alien View (if it stays the way it is)</li><li>Flare does not cause damage to the Aliens or their structures.</li><li>Flare can be located on the bottom of the Shotgun similar to: <img src="http://images3.wikia.nocookie.net/__cb20101231232004/callofduty/images/2/20/PMG_Grenade_Launcher_Shotgun.jpg" border="0" class="linked-image" /></li></ul>
Since we are repeating ourselves, i would like to see a phosphorus flare that glows blueish. Illuminating slightly but revealing stealth units in a set radius. Limit of shells would be only 2-3.
There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.
<!--quoteo(post=1867461:date=Aug 8 2011, 12:40 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 8 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1867461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since we are repeating ourselves, i would like to see a phosphorus flare that glows blueish. Illuminating slightly but revealing stealth units in a set radius. Limit of shells would be only 2-3.
There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
In your opinion.
The fact is alien vision is a buff. A small one, but one none-the-less. It may or may not need to be addressed, but I personally think there should be something that makes aliens not use alien vision all the time, other than inexperience.
<!--quoteo(post=1867464:date=Aug 8 2011, 12:47 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 8 2011, 12:47 PM) <a href="index.php?act=findpost&pid=1867464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In your opinion.
The fact is alien vision is a buff. A small one, but one none-the-less. It may or may not need to be addressed, but I personally think there should be something that makes aliens not use alien vision all the time, other than inexperience.<!--QuoteEnd--></div><!--QuoteEEnd--> +1
<!--quoteo(post=1867461:date=Aug 8 2011, 12:40 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 8 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1867461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.<!--QuoteEnd--></div><!--QuoteEEnd--> I guess we have different views. In my opinion Alien View is similar to what I am used to being considered "hacks" coming from a Half-Life/Quake background. I think the current view is to extreme and their should be something to at least be able to distort it in some way. I believe the "Flare" ability was given to the wrong NS2 class.
It's not a 100% blinding effect like a Flashbang's in CS, it's more of a distortion of the screen when looking directly at the Flare or it's immediate direction. Blinding the opposite team was a KEY competitive approach in Counter-Strike and was the deal breaker in many of the top caliber matches. Introducing a similar feature that will improve competitive NS2 would be a great implementation.
<!--quoteo(post=1867474:date=Aug 8 2011, 01:21 PM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Aug 8 2011, 01:21 PM) <a href="index.php?act=findpost&pid=1867474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Paint shot? allows marines to track affected enemy on their minimap even out of sight. Flare is a good idea too.<!--QuoteEnd--></div><!--QuoteEEnd--> Motion Tracking will do this (kinda sorta)
<!--quoteo(post=1867124:date=Aug 7 2011, 03:51 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 7 2011, 03:51 AM) <a href="index.php?act=findpost&pid=1867124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As much as I would love a melee attack on the Shogun, (because it would feels so natural, and cover its glaring weakness at close range) it should be unique.
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock. <img src="http://www.unknownworlds.com/ns2/wiki/images/thumb/3/38/Shotgun_Concept.jpg/800px-Shotgun_Concept.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I almost missed out on this gem! I think the double barrel could easily be worked into this design that would incorporate a secondary fire shell (Flare in my case).
<!--quoteo(post=1867401:date=Aug 8 2011, 03:15 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Aug 8 2011, 03:15 AM) <a href="index.php?act=findpost&pid=1867401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you are supposed to switch weapons to kill structures? I'm not too happy about a gun that's good in melee and close-range. Maybe add a sniper-option too?<!--QuoteEnd--></div><!--QuoteEEnd--> A gun that's effective at point blank and nearly point blank is too versatile for you? I imagine you must find every gun in the game overpowered then.
sg range needs to go up to 18 from 15 as i feal like im not hitting as much or at all. secondary fire should be something like a grenade i dont think it should be limited to just a flare should be able to chose what it is some sortive hand grenade either flash bang, smoke, or frag. other options suggested as well maby more options.
sence noone seams to care here <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114601" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114601</a>
Comments
I've fiddled with that effect myself in garrys mod when coding shotguns and it works quite nicely when you make the primary fire alternate between shooting and pumping.
As shotguns are generally very low ROF weapons, it does a lot for the feel if you have a reason to click a lot. Makes them feel much beefier somehow.
Shotgun is a close range weapon. Because of this if it has a secondary it should be something more long range.
I like the flare idea, and/or what if we further developed this taser idea?
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock.
Perhaps a melee shove (knock back) with no damage would be more fitting? It could also act as a block, that absorbs some damage from a melee attack (Bite, Swipe).<!--QuoteEnd--></div><!--QuoteEEnd-->
Couldn't you just put a crenelated tip onto the shotgun barrel like a bayonet so you just strike barrel first.
If we're talking realistic physics here, the weight differential is negligible between LMG and shotgun, so melee will not be restricted by some marginal lack of weight in the butt of the shotgun. So that's a moot point. Bayonet and weapon buck are the same thing, a melee attack.
Maybe a unique taunt animation. haha
Bayonets and rifle butts are completely different. For one, I'd much prefer to be hit by a rifle butt than a bayonet. Second, a bayonet adds more reach to the weapon.
What I think the bayonet should do is the following:
1: More damage than the rifle butt.
2: More reach, thus allowing me to stab cysts/structures without crouching.
Having those two things would make the shotgun a dream, then I wouldn't have to switch weapons to kill cysts and could possibly get that last hit in when reloading that I might need.
I for one vote for my Flare concept!
What I think the bayonet should do is the following:
1: More damage than the rifle butt.
2: More reach, thus allowing me to stab cysts/structures without crouching.
Having those two things would make the shotgun a dream, then I wouldn't have to switch weapons to kill cysts and could possibly get that last hit in when reloading that I might need.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe you are supposed to switch weapons to kill structures? I'm not too happy about a gun that's good in melee and close-range. Maybe add a sniper-option too?
<ul><li>Each Marine when purchasing a Shotgun, is equipped with 3 Flare secondary fire rounds.</li><li>When shooting the Flare shell, it will leave at a similar rate the grenades of a grenade launcher leaves the LMG</li><li>The Flare will explode on contact and roll to a stop (physics involved).</li><li>Once the Flare is ignited, it will blind and distort Aliens view. The results vary depending on how they are staring at the Flare round.</li><li>The effect will be similar to the Flare the drifters have. However, instead of a 1 shot blinding effect the drifter ability has, the Flare round will continue to blind Alien classes until its depleted. FYI - The blinding effect will gross in effectiveness and fade as it's lifespan comes to an end.</li><li>The Flare round will not effect Marines in any situation and the graphic effect will be similar to any traditional Flare gun (this can open the door for the community to make different color flares!). Any example can be seen here (the video sucks, I am aware of this) <a href="http://www.youtube.com/watch?v=hKd3pDw3-TY&feature=related" target="_blank">http://www.youtube.com/watch?v=hKd3pDw3-TY...feature=related</a>.</li></ul>
What this will create is a protective wall against all Alien classes and help even out the ability to flank and take down Fades/Lerks. Can I see this working in the long run? Absolutely! The current abilities of the Kharaa and the anticipated abilities far out-weight the Marines in early-to-mid game. Having some form of mobile defense will greatly increase the ability for Marines to hold down locations from large rushes by Aliens.
<ul><li>Each Marine when purchasing a Shotgun, is equipped with 3 Flare secondary fire rounds.</li><li>When shooting the Flare shell, it will leave at a similar rate the grenades of a grenade launcher leaves the LMG</li><li>The Flare will explode on contact and roll to a stop (physics involved).</li><li>Once the Flare is ignited, it will blind and distort Aliens view. The results vary depending on how they are staring at the Flare round.</li><li>The effect will be similar to the Flare the drifters have. However, instead of a 1 shot blinding effect the drifter ability has, the Flare round will continue to blind Alien classes until its depleted. FYI - The blinding effect will gross in effectiveness and fade as it's lifespan comes to an end.</li><li>The Flare round will not effect Marines in any situation and the graphic effect will be similar to any traditional Flare gun (this can open the door for the community to make different color flares!). Any example can be seen here (the video sucks, I am aware of this) <a href="http://www.youtube.com/watch?v=hKd3pDw3-TY&feature=related" target="_blank">http://www.youtube.com/watch?v=hKd3pDw3-TY...feature=related</a>.</li></ul>
What this will create is a protective wall against all Alien classes and help even out the ability to flank and take down Fades/Lerks. Can I see this working in the long run? Absolutely! The current abilities of the Kharaa and the anticipated abilities far out-weight the Marines in early-to-mid game. Having some form of mobile defense will greatly increase the ability for Marines to hold down locations from large rushes by Aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this Idea. It can act as a superbright light, but I think it should not blind completely. Maybe forcing the Aliens to use the normal alien view rather than the more easy targeting mode could balance that. Also I vote for just 1 or 2 flares, because there's never a way too long to the armory to recharge.
I agree the number of Flare rounds should be small in quantity as well. This will create a system where the Marines have to carefully choose where their Flares will be used.
I also agree that it should not blind the Aliens, just create enough of effect to cause them to think twice on approaching that current location. I think it should create a large distortion in "Alien View" and a (not-so heavy) distortion in normal view.
Don't really like the idea: 10 marines with 3 flares gives the possibility to spam flares non-stop at the frontline
@4:40
Still like that better than flares...
On right mousebutton the shotgun will "charge up" (the 6 lights on the side will start blinking for 3seconds, then they stop and one of those lights will be red, after shooting the 1light goes off)
Or something like that...
There is plenty you can adjust to not make it a op shotgun shot (doesnt need to be same dmg + ignition)
Charge up time, dmg, spread, shorter flame dot, cooldown afterwards, etc..
Don't really like the idea: 10 marines with 3 flares gives the possibility to spam flares non-stop at the frontline<!--QuoteEnd--></div><!--QuoteEEnd-->
This will absolutely give them the upper hand (temporarily) in dark environments. The flare will only burn for 10 seconds and its peak will be around the 5 second marker.
Let's be honest, the Alien View is extremely unfair as is. I wasn't fully following NS2 for some time but I am not sure when and how the Alien view wasn't deemed a little to excessive in terms of balancing. If anyone remembers the whole hacking scene of counter-strike 1.6, the Alien View strongly reminds me of Lambert hacks:
<img src="http://rfonline.3dn.ru/img/cs/Rage.jpg" border="0" class="linked-image" />
<b>OR EVEN L4D2 MATHACK</b>
<img src="http://img706.imageshack.us/img706/4126/c5m2park0002.jpg" border="0" class="linked-image" />
<b>VERSUS NS2</b>
<img src="http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash1/181537_10150105224768105_87948998104_6513099_7863045_n.jpg" border="0" class="linked-image" />
The only thing you can't do is see your enemies through the walls (which you can if they are parasited or walking on infestation). I just find Alien View to be a bit excessive to begin with and having this Flare feature will help in equalizing the advantages Aliens have over Marines.
<i>It's funny how if this type of POV is in any other game, it's considered a "hack" of some sort...</i>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114172</a> <-- Much better...
I like the idea, but 3 flares is too much imo, as even a group of 3 marines can spam those 9 for a minute and a half, more then enough time to take out a hive. I'd prefer one flare per shotty.
The main difference is, it doesnt let you see trough walls, and you are melee based... its more like quake with bright player models...
But i agree that the alien vision mod is much nicer.
The main difference is, it doesnt let you see trough walls, and you are melee based... its more like quake with bright player models...<!--QuoteEnd--></div><!--QuoteEEnd-->
"Technically" you can see through walls if they are parasited-or-walking on infestation... If you pair Parasite, with Cloak/Camouflage and Alien View turned on, the only thing missing is an Aimbot lol.
<!--quoteo(post=1867425:date=Aug 8 2011, 10:38 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 8 2011, 10:38 AM) <a href="index.php?act=findpost&pid=1867425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's everything I wanted and more!
I like the idea, but 3 flares is too much imo, as even a group of 3 marines can spam those 9 for a minute and a half, more then enough time to take out a hive. I'd prefer one flare per shotty.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree,
<ul><li>1 Flare round per shotgun.</li><li>Flare should only completely Blind an Alien in Alien View (if it stays the way it is)</li><li>Flare does not cause damage to the Aliens or their structures.</li><li>Flare can be located on the bottom of the Shotgun similar to:
<img src="http://images3.wikia.nocookie.net/__cb20101231232004/callofduty/images/2/20/PMG_Grenade_Launcher_Shotgun.jpg" border="0" class="linked-image" /></li></ul>
There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.
There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
In your opinion.
The fact is alien vision is a buff. A small one, but one none-the-less. It may or may not need to be addressed, but I personally think there should be something that makes aliens not use alien vision all the time, other than inexperience.
The fact is alien vision is a buff. A small one, but one none-the-less. It may or may not need to be addressed, but I personally think there should be something that makes aliens not use alien vision all the time, other than inexperience.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
<!--quoteo(post=1867461:date=Aug 8 2011, 12:40 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 8 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1867461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is nothing wrong with Alien Vision and it isnt OP.
Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess we have different views. In my opinion Alien View is similar to what I am used to being considered "hacks" coming from a Half-Life/Quake background. I think the current view is to extreme and their should be something to at least be able to distort it in some way. I believe the "Flare" ability was given to the wrong NS2 class.
It's not a 100% blinding effect like a Flashbang's in CS, it's more of a distortion of the screen when looking directly at the Flare or it's immediate direction. Blinding the opposite team was a KEY competitive approach in Counter-Strike and was the deal breaker in many of the top caliber matches. Introducing a similar feature that will improve competitive NS2 would be a great implementation.
<!--quoteo(post=1867474:date=Aug 8 2011, 01:21 PM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Aug 8 2011, 01:21 PM) <a href="index.php?act=findpost&pid=1867474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Paint shot? allows marines to track affected enemy on their minimap even out of sight. Flare is a good idea too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Motion Tracking will do this (kinda sorta)
<!--quoteo(post=1867124:date=Aug 7 2011, 03:51 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 7 2011, 03:51 AM) <a href="index.php?act=findpost&pid=1867124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As much as I would love a melee attack on the Shogun, (because it would feels so natural, and cover its glaring weakness at close range) it should be unique.
Since the Shotgun is shorter and heavier than the Rifle, with its weight mostly at the front, it would be more difficult to deal damage with the stock.
<img src="http://www.unknownworlds.com/ns2/wiki/images/thumb/3/38/Shotgun_Concept.jpg/800px-Shotgun_Concept.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I almost missed out on this gem! I think the double barrel could easily be worked into this design that would incorporate a secondary fire shell (Flare in my case).
A gun that's effective at point blank and nearly point blank is too versatile for you? I imagine you must find every gun in the game overpowered then.
sence noone seams to care here <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114601" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114601</a>
waiting to hear some feedback from the developers.