Marine shotty secondary skill

JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
edited August 2011 in Ideas and Suggestions
<div class="IPBDescription">Shotty secondary stun/purge</div>Just a idea, but what if the shotty was also a stun gun? Maybe like 1.5 - 2 sec stun or purge even. And to help balance it make it a 3-4 sec cd time. This would help deal with fades and lerks. If the get stunned/purged they cant move or they move slow, and also they can warp or fly. It would also be balanced because well it takes some skill to get a shot of from the shotty. input would be great everyone

p.s. could also stun or purge whips hydras etc.

Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    A fade who can't move is basically dead, same with a lerk. Getting a hit with a shotgun isn't especially hard, certainly not hard enough to add a stunning effect to secondary fire, not to mention you've still got primary fire sitting by ready to murder whatever unfortunate you've hit with a stun shot. A gun that restricts enemy movement on a hit is going to be the most hated gun in the game, couple that with one of the highest damage guns in the game and it would be beyond hated. It would also make approaching a marine group with any number of aliens practically suicidal, a handful of shotgunners could stun entire waves of aliens with a single shot before finishing up with primary fire.

    Marines certainly don't need help dealing with lerks at the moment, even fades will die if you fight them properly, but currently most marines act the same way. To kill a fade <i><b><u>you must pursue.</b></i></u> A fade runs because he's low on health and armor, not because he suddenly got tired of killing. You have to chase them down and murder them. Sometimes this means suicidally chasing him down, losing a 20 pt shotgun is not the same problem as losing a 50 pt fade.

    Instead what we see is a fade pops in, marines backpedal, it kills someone, and then runs off as its low on health, at this point the marines all run away or run back to the armory instead of chasing it down, thus letting it go heal and come back again and again. A pack of marines who chase down a fade have a very good chance of destroying it, a pack of marines who is unwilling to commit to the risk of dying by pursuit are doomed to be killed by fades moments later when it heals and comes back.

    I've seen this work time and time again, aliens don't expect marines to follow, they expect them to run away when confronted, but you have to be the hunter, not the hunted, when you can.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I know fades can go down if you chase them but it seems like it takes 2-3 marines to get a fade down. most games you end up with 4 fades so then what? And even if a team of marines had the shotty the cd time is what could balance the weapon. Again just a idea.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    whats about another approach:

    shotgun alt-attack: deals not so much direct damage, lower ROF (= difficult to hit), but if you hit a target, it will receive 33% more damage (not stackable) during the next 5 seconds. so, for 1on1 situations, it's not a good idea to use that alt attack. but in groups: very effective. it would also be not very wise if a group of shotgun marines use only the alt attack. (they would not deal enough direct damage)

    the damage per shot could be something like 1/3 of the primary attack
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1868034:date=Aug 10 2011, 10:36 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 10 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1868034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whats about another approach:

    shotgun alt-attack: deals not so much direct damage, lower ROF (= difficult to hit), but if you hit a target, it will receive 33% more damage (not stackable) during the next 5 seconds. so, for 1on1 situations, it's not a good idea to use that alt attack. but in groups: very effective. it would also be not very wise if a group of shotgun marines use only the alt attack. (they would not deal enough direct damage)

    the damage per shot could be something like 1/3 of the primary attack<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, thats just ridiculous.. NS2 is not an RPG.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited August 2011
    <!--quoteo(post=1868129:date=Aug 10 2011, 12:00 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Aug 10 2011, 12:00 PM) <a href="index.php?act=findpost&pid=1868129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, thats just ridiculous.. NS2 is not an RPG.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sorry? I didn't get it. maybe we should disable different classes for aliens then, because we also have classes in RPGs. Or whats about the taunt "emote"? should be removed immediately as well

    edit: you can also consider the burning effect as a "debuff" compared to RPGs, should be removed as well

    p.s.: *sarcasm off*
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    Please go to <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114498&hl=" target="_blank">this thread</a> to talk about shotgun alt attacks.
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