Whips throw/return incoming grenades

TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
edited September 2011 in NS2 General Discussion
<div class="IPBDescription">Discuss, comment, develop, critique.</div>Moving this out of the NS2 discussion thread: What would you think if Whips became more of a support building like Crags? The ability to return grenades (as a negative vector to their approach, though probably with less magnitude) would provide a useful GL counter and potentially make the whip worth building. The function could have an attack-animation based cooldown that would allow each Whip to effectively handle one marine's grenades, but be overwhelmed by that marine + 1.

Hopefully this will also give Kharaa the ability to entrench themselves in an area to the point that T2+ technology (like the ARC) is an essential tool for removing them, just as Marines can set up enough sentries and phase gates to lock down an area quite effectively at the moment, pending the development of the ONOS. Note that for a whip to effectively defend its supporting Hydras, it will need to be placed fairly close to them, leaving it and it surrounding vegetation unusually vulnerable to AoE ARC blasts (or just a rush of more GL marines that the whips can handle, if you want to brute-force it instead of counter it).

<i>Credit goes to elodea for the idea</i>

Comments

  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    I was one of the people that '+1ed1 the post in the other thread.

    Yes I like the idea, but 1 whip = 1 GL seems to me a little OP, especially as their will be crags around to heal everything. It would mean that 1 Marine could literally not kill anything in that 'base'

    Cooldown of 5sec?
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    I like the idea, would need some balancing to get "perfect", but the concept is really cool!
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited September 2011
    <!--quoteo(post=1876302:date=Sep 22 2011, 11:19 AM:name=Cygone)--><div class='quotetop'>QUOTE (Cygone @ Sep 22 2011, 11:19 AM) <a href="index.php?act=findpost&pid=1876302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was one of the people that '+1ed1 the post in the other thread.

    Yes I like the idea, but 1 whip = 1 GL seems to me a little OP, especially as their will be crags around to heal everything. It would mean that 1 Marine could literally not kill anything in that 'base'

    Cooldown of 5sec?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Doesn't 1 turret in a hallways mean that 1 Skulk without leap can literally not kill anything? It's a counter; there's nothing stopping the Marine from just using a flamethrower or shotgun, from getting another Marine buddy and blowing the Whip to pieces, from bringing in an ARC, or from just edging around and shooting out the front-most Hydra with bullets then running back to resupply.

    A 5+ Hydra farm with multiple Whip and Craig support WILL be extremely difficult for 1 Marine to take down, just like a base full of Sentries covering Sentries WILL be difficult for 1 Kharaa; it represents a significant Alien presence with a large time and resource investment tied to the area. In that case, the Marines can either brute-force it (like a Kharaa Fade Rush), cut the infestation to the base (like a Power Node attack), or bring in an ARC and blow the crap out of it (like an ONOS).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited September 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Doesn't 1 turret in a hallways mean that 1 Skulk without leap can literally not kill anything? It's a counter; there's nothing stopping the Marine from just using a flamethrower or shotgun, from getting another Marine buddy and running circles around the whip, from bringing in an ARC, or from just edging around and shooting out the front-most Hydra with bullets then running back to resupply.

    A 5+ Hydra farm with a Whip and Craig support WILL be extremely difficult for 1 Marine to take down, just like a base full of Sentries covering Sentries WILL be difficult for 1 Kharaa. In that case, the Marines can either brute-force it, cut the infestation to the base, or bring in an ARC and blow the crap out of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1) 1 sentry is useless (if you are not braindead)
    2) flamethrowers do the least structure dmg, and shotgun will likly get you in melee range of the whips. (and dont forget there is still an alien team around too)
    3) ARC in its current form is not usefull
    4) you dont have the res to build so much useless whips. (and if, only very late game, and you'd win anyway)

    If GLs are that much of a problem for your team, you made some big errors(marines with 3+ rts the whole time) in early game. (you wont have the res for whips anyways)


    PS: The whip spam not only would prevent GL also AXE, and SHOTGUN.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited September 2011
    <!--quoteo(post=1876314:date=Sep 22 2011, 11:49 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 22 2011, 11:49 AM) <a href="index.php?act=findpost&pid=1876314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) 1 sentry is useless
    2) flamethrowers do the least structure dmg
    3) ARC in its current form is not usefull
    4) you dont have the res to build so much useless whips. (and if only very late game, and you ll win anyway)<!--QuoteEnd--></div><!--QuoteEEnd-->

    1) "useless" is a hyperbole; it most certainly has "a use". I've died quite a few times to a sentry I didn't notice quickly enough.
    2) So? I'm not saying a flamethrower will insta-burn the entire thing. It's just a possible tactic that doesn't involve grenades.
    3) ARCs in their current form do in fact have "a use". You might not like them, but I've seen entire maps of alien presence obliterated by a well-defended ARC train.
    4) So you're saying that the fact that Whips are expensive is a reason not to give them a new (and arguably more useful than current) ability? Wouldn't the expense of Whips help balance out their ability to hinder a relatively expensive marine weapon?
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If GLs are that much of a problem for your team, you made some big errors(marines with 3+ rts the whole time) in early game. (you wont have the res for whips anyways)<!--QuoteEnd--></div><!--QuoteEEnd-->
    All it takes is enough Pres for 1 grenade launcher. Just one launcher, that marine can roll through defenses like they're going out of style. Have the whole team save up enough for 1 (just one!) launcher, and you can't even fade them effectively without getting caught in the massive splash clusterbomb. Every time a marine dies, he can just pick up his weapon as long as he wasn't making some sort of deep strike into kharaa territory. Meanwhile, the closest AoE counterparts the Kharaa have are the spore cloud (which has taken a bit of a nerf recently, though I'm not complaining) and the bile bomb, neither of which can handle crowds or structures anywhere as well as massed grenade spam. Short of an ONOS, there's nothing to effectively counter grenades. That's what this idea addresses.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    And what if marines could shoot grenades to make them explode ? It would be cool, no ?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1876317:date=Sep 22 2011, 11:57 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Sep 22 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1876317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And what if marines could shoot grenades to make them explode ? It would be cool, no ?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think it's possible to have a grenade <i>not</i> explode.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Wouldn't really make sense since the grenades explode on contact with buildings and lifeforms, but I suppose logic is secondary to gameplay.
    Although, it could just whip out and make grenades explode prematurely? They'd still deal damage, but the whip and anything near it would take significantly less.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The idea would be to change a bit the timing or the collision of the grenades to make them less effective if you don't shoot them. Thus basic grenade spam would be a bit less effective while getting perfect timing on the explosion would require more skill.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited September 2011
    <!--quoteo(post=1876323:date=Sep 22 2011, 12:11 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 22 2011, 12:11 PM) <a href="index.php?act=findpost&pid=1876323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wouldn't really make sense since the grenades explode on contact with buildings and lifeforms, but I suppose logic is secondary to gameplay.
    Although, it could just whip out and make grenades explode prematurely? They'd still deal damage, but the whip and anything near it would take significantly less.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You could flavor/lore it that the spongy substance that composes whips has developed/evolved/conveniently been perfect/etc to cushion the grenade as it catches it, and that the return attack animation allows it to slow down the grenade, loop it around, and speed it back up without exerting enough immediate force for the grenade to register that it's been hit.

    Basically, it would mean the Whip has, however the Kharaa develop their biotech, been developed to counter marine grenades. Which, in a way, it has.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    well i think instead of tuning grenade spam down (because explosions are super fun) it would be nice to have an anti gl structure so theres really more reason for the alien comm to interact with the team. I wasn't really being serious when i suggested throwing back grenades - potentially overpowered although hilarious. I'm liking align's idea of it whipping grenades so they explode early with a slight damage reduction as well so less damage overall.

    Either way, it would be nice to have the whip less of just an upgrade structure so you have more creative building possibilities. So far it really is kind of useless mid game onwards.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    While I like the idea of the whip returning/blocking grenades entirely, I think that the idea of detonating them at range, thus saving a lot of building damage, would at least be preferable to the current state of the Whip.

    Whips are the sort of fast, flexible thing I'd expect to be able to interact with a grenade in mid-flight; they're under-utilized as I see them, and grenades seem over utilized. Any Whip-based idea that limits grenades to some degree is going in the right direction in my opinion.
  • PawndemoniumPawndemonium Join Date: 2010-07-24 Member: 72725Members
    edited September 2011
    No thanks, taking aside that grenades detonate too quickly, it would be a pain to animate this. I want to see major game features implemented instead of letting the AI do more stuff to defend an offensive race.

    edit: wrong section
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1876349:date=Sep 22 2011, 01:47 PM:name=Pawndemonium)--><div class='quotetop'>QUOTE (Pawndemonium @ Sep 22 2011, 01:47 PM) <a href="index.php?act=findpost&pid=1876349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No thanks, taking aside that grenades detonate too quickly, it would be a pain to animate this. I want to see major game features implemented instead of letting the AI do more stuff to defend an offensive race.

    edit: wrong section<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just have them use the default attack animation, a quick strike lashing out at the target, to reflect or detonate it.

    Also, this is the right section. This isn't a complete idea I'm submitting, it's an open concept that I think people will want to expand and develop off of. If this thread comes to a reasonable consensus as to what the best approach(es) would be, and there seems to be decent support for the idea, then I'd advocate making a formal suggestion thread.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I&S is hardly a formal forum though, it's fine to put half-baked ideas there for further discussion.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1876369:date=Sep 22 2011, 03:20 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 22 2011, 03:20 PM) <a href="index.php?act=findpost&pid=1876369"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I&S is hardly a formal forum though, it's fine to put half-baked ideas there for further discussion.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The sticky makes me sort of cautious about throwing random concepts out there for people to develop, and I haven't had much experience around that section of the forums. 3.3

    <!--coloro:#696969--><span style="color:#696969"><!--/coloro-->paranoia ftw<!--colorc--></span><!--/colorc-->
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Interesting idea. Whips are useless right now and grenades pretty dang powerful. This addresses both.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited September 2011
    Sadly from what I remember of the lore, the grenades detect living things rather than it being an impact thing, hense why it can bounce without exploding, so throwing them back wouldn't make sense, but perhaps this change to your idea instead: Have it catch grenades and wrap around them, absorbing the detonation?

    Perhaps it's built specifically tough around the catching area to either greatly reduce any damage and localize it (only damaging said whip), or even completely nullifying any damage done.

    It sounds more convincing to me anyways.

    Edit: a Quote from a portion of some lore describing the way the grenades work a bit:
    "They can detect the heat and bacterial signature of a Kharaa lifeform (including chambers and hives), and will explode instead of bouncing off."

    And a Link to the page of the old "Primer" I ran into which I've quoted (fun read):
    <a href="http://3-pg.com/urd/manual/weapons_grenadelauncher.html" target="_blank">http://3-pg.com/urd/manual/weapons_grenadelauncher.html</a>
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    I think this is a pretty feasible feature for NS2. It could easily be a part of the whip upgrade system. Only allow mature whips to have this function. The whip unit is able to move about when directed by the khamm. This upgrade would really be an investment in the lifespan of the whip as the game goes on. It also would be a way for the khamm to signal to gorges where to be investing in hydras and minicysts. The khamm controlling a whip should be working closely in concert with gorges to push and secure territory.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited September 2011
    <!--quoteo(post=1876472:date=Sep 22 2011, 10:46 PM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Sep 22 2011, 10:46 PM) <a href="index.php?act=findpost&pid=1876472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly from what I remember of the lore, the grenades detect living things rather than it being an impact thing, hense why it can bounce without exploding, so throwing them back wouldn't make sense, but perhaps this change to your idea instead: Have it catch grenades and wrap around them, absorbing the detonation?

    Perhaps it's built specifically tough around the catching area to either greatly reduce any damage and localize it (only damaging said whip), or even completely nullifying any damage done.

    It sounds more convincing to me anyways.

    Edit: a Quote from a portion of some lore describing the way the grenades work a bit:
    "They can detect the heat and bacterial signature of a Kharaa lifeform (including chambers and hives), and will explode instead of bouncing off."

    And a Link to the page of the old "Primer" I ran into which I've quoted (fun read):
    <a href="http://3-pg.com/urd/manual/weapons_grenadelauncher.html" target="_blank">http://3-pg.com/urd/manual/weapons_grenadelauncher.html</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    The gooey muscular surface of the Whip could be surrounded by a dense insulating shell of flexible material. The material needn't be alien in origin; it could just as easily be solidified glucose or a collection of dust/particles in the local atmosphere. That would make it tough enough to hurt marines, and would also conveniently be devoid of heat or bacterial signatures, since all the Kharaa biotech would be safely contained inside the whip's core.

    Alternatively, just do what other posters have suggested and have them detonate grenades the second they enter the Whip's attack radius.
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