Tackle
Ironsoul
Join Date: 2011-03-12 Member: 86048Members
<div class="IPBDescription">For marines, maybe aliens(probably not aliens)</div>So I've been thinking about a new gameplay feature for a little while, and I think it's time to post up a new thread.
The idea is to add the ability for marines to tackle aliens... probably skulks only, due to the fact that a lerk is flying, and gorges are really fat and the marine would probably bounce off... A fade is just too big and nasty to tackle... and an onos, well... yeah.
Anyway, here's how tackle works.
If a marine is sprinting, and there is a skulk, they hold right click and charge into the skulk, the marine will dive onto it, grab the skulk, and proceed to punch it twice, raise whatever weapon he has up, and try to finish the skulk off.
If the marine has an assault rifle, he will bash the skulk, then put the rifle to it's belly and fill it full of bullets.
Pistol, he will grab the skulk by the throat, put the pistol to it's head, and fire.
Switch axe, he will slash it's throat.
Obviously, there is the problem of taking control away from players, and a lot of people don't like that. But consider this, tackling a skulk is mainly for a situation where there is a lone marine trying to build up a resource tower, and a skulk runs in. Usually this would advantage the skulk, but if the marine can tackle, he can kill the skulk.
If there are two skulks, then the marine is pretty much stuffed, because not only can the other skulk kill the marine, but save the tackled skulk.
I have another option, which involves taking away the instant kill aspect:
The marine tackles the skulk, rolls off it, then gets up. This effectively does two things: Stuns both the marine and the skulk for an equal amount of time but: prevents both the marine and skulk from doing stuff. This would be useful for buying time for allies to arrive, or diving out of a tackle to save a marine buddy.
Also, if the skulk moves out of the way, he won't get tackled, but the marine will still get stunned.
So in summary, marine holds right click and sprint and runs into a skulk to tackle.
The idea is to add the ability for marines to tackle aliens... probably skulks only, due to the fact that a lerk is flying, and gorges are really fat and the marine would probably bounce off... A fade is just too big and nasty to tackle... and an onos, well... yeah.
Anyway, here's how tackle works.
If a marine is sprinting, and there is a skulk, they hold right click and charge into the skulk, the marine will dive onto it, grab the skulk, and proceed to punch it twice, raise whatever weapon he has up, and try to finish the skulk off.
If the marine has an assault rifle, he will bash the skulk, then put the rifle to it's belly and fill it full of bullets.
Pistol, he will grab the skulk by the throat, put the pistol to it's head, and fire.
Switch axe, he will slash it's throat.
Obviously, there is the problem of taking control away from players, and a lot of people don't like that. But consider this, tackling a skulk is mainly for a situation where there is a lone marine trying to build up a resource tower, and a skulk runs in. Usually this would advantage the skulk, but if the marine can tackle, he can kill the skulk.
If there are two skulks, then the marine is pretty much stuffed, because not only can the other skulk kill the marine, but save the tackled skulk.
I have another option, which involves taking away the instant kill aspect:
The marine tackles the skulk, rolls off it, then gets up. This effectively does two things: Stuns both the marine and the skulk for an equal amount of time but: prevents both the marine and skulk from doing stuff. This would be useful for buying time for allies to arrive, or diving out of a tackle to save a marine buddy.
Also, if the skulk moves out of the way, he won't get tackled, but the marine will still get stunned.
So in summary, marine holds right click and sprint and runs into a skulk to tackle.
Comments
Also, doesn't rifle butt attack fulfill the role you were suggesting for this move?
Tackle the neggers!
I'm not being negative, I just don't think that the game needs this. And after all, aliens are the ones relying on melee attacks, and not marines.
It would also be counter inituitive, as you would not want to get close to skulks in the first place, you have a gun.
Would you rather we lied, and claimed to support an idea that would impact both balance and immersion in a negative manner?
You had an idea, you tried it out, it wasn't a good one. Just learn from the experience and move on; there's nothing wrong with not having a suggestion work out.
seems to make the skulk fly back over a second or so
that or its a bug...
You add melee(for the aliens) into it, and then give the other side primarily pointy shooty things. It just feels weird.
That's why I suggested the ability to tackle skulks, to allow players to get immersed by getting realistically up close and personal to those massive dogs with razer sharp teeth and spikes for legs.
Keep in mind, not even I support the insta-kill idea, I prefer the one where it simply knocks the alien over in a tumble, then allows both the marine and the alien get up again after 2 or 3 seconds of being knocked around.
I admit, it probably isn't going to get in, but I also want people to realise that there still is a problem of the game feeling really robotic and old game like with a huge frustrating rigidity of the gameplay which results in exploits and elitist players. This idea is also supposed to spark other ideas on a similar route, to give marines more defensive options for when the aliens get close WITHOUT killing the aliens. I want to have epic struggles between creatures(aliens and marines), where neither is actually dying, but one false move and you're done for.
<ul><li>NOT taking away control from players, be it stun or cutscene (NS1 Onos Devour is something they want to avoid), except for stalemate ending skills (stuns or some kind of disabling abilities) on the end game units most likely :)</li><li>Asymmetrical gameplay:
<ul><li>A ranged team that has a severe lack of close quarter combat abilities and movement, has to rely on teamplay and distance mostly to survive in this hostile environment.</li><li>A melee team that is very agile and very devastating in close quarter combat and quite capable of lone wolf gameplay to some extend</li></ul></li><li>Not trying to be like a badly designed Modern Shooter, most ARE bad in terms of holding the hand of the player. Instead giving the player close to FULL control over his character. Letting the player be the deciding factor. With the addition of mandatory gameplay related slowdowns (ie: marine backpedal slowdown) for balancing reasons. Adding skill of movement and strategy into the mix.</li></ul>
Keep in mind that the movement of both Marines and Aliens are still being tweaked as well :)
Shoot it. Problem solved.
D'OH!
maybe he want create a comedy sketch!
Throw your weapons on the floor and hope he accepts your surrender.
You know that with the mouselag(caused by the game code, not system performance) that's impossible to do in most situations at close quarters.
Not quite the reason to add your suggestion though, as this is obviously an engine issue which will be resolved in the end :P
I think a problem with the mouse in spark is how it updates the mouse position.
I was looking around slowly yesterday and my aim was jumping quit a significant amount. I have a high dpi mouse: 5700, meaning I should get fairly high accuracy.
I think a problem with the mouse in spark is how it updates the mouse position.
I was looking around slowly yesterday and my aim was jumping quit a significant amount. I have a high dpi mouse: 5700, meaning I should get fairly high accuracy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wrong, high dpi doesn't increase your accuracy, aiming does. ;)
But yeah, sometimes it can be hard to hit the aliens due to poor performance.
But that's no reason to add another melee move for marines.
What I mean to say, is that there needs to be some code changes to how the game interprets the mouse movement.
That's just.. lol?
It would be cool, wouldn't take away too much from the control of the player, and besides, that marine died anyway. Being able to block a single attack, and prevent the alien from killing you for a second might give your allies that slight delay they need to take the alien down, the alien may still kill you, but at least they have lost an expensive fade. On top of that, it wouldn't mean the aliens are stuffed if the marine blocks, they are only stuffed if they charge into a busy area and get blocked. A lone marine, or even two marines, is still stuffed... for the most part.
Now we just need those tf hats!