Possbile solution to stop marine rambo-ing.
MrGreen
Join Date: 2010-12-10 Member: 75602Members
So I was thinking the other day about marines going off rambo, which is a common problem it seems.
Even if you try and stay as a group, someone will inevitably get impatient and run off ahead and get killed.
It seems to be less of a problem with more experienced players but it's still quite frequent.
I was thinking perhaps when a skulk leaps on a marine, he gets knocked over and mauled. Picture a dog attacking someone.
This would mean that skulks would be able to pick off a single marine easier, but while the skulk is on top of them they become a sitting duck to any supporting marines.
The downside to this is that it would change combat quite a bit, but it might be a bit more graceful compared to jumping up and down and circle strafing constantly.
It also brings the risk of being overpowered since you will get packs of skulks all simultaneously taking out groups of rines.
So you might have to make it only when leap is available rather than available straight away in the round.
Or make it take a while to actually kill the marine, giving the marine a second chance for a teammate to show up.
Or give a way for the marine to counter it with a well timed rifle butt.
It would need some kind of drawback to stop skulks from using it all the time, but enough to be a threat to marines to not wander off alone.
Just a thought.
Even if you try and stay as a group, someone will inevitably get impatient and run off ahead and get killed.
It seems to be less of a problem with more experienced players but it's still quite frequent.
I was thinking perhaps when a skulk leaps on a marine, he gets knocked over and mauled. Picture a dog attacking someone.
This would mean that skulks would be able to pick off a single marine easier, but while the skulk is on top of them they become a sitting duck to any supporting marines.
The downside to this is that it would change combat quite a bit, but it might be a bit more graceful compared to jumping up and down and circle strafing constantly.
It also brings the risk of being overpowered since you will get packs of skulks all simultaneously taking out groups of rines.
So you might have to make it only when leap is available rather than available straight away in the round.
Or make it take a while to actually kill the marine, giving the marine a second chance for a teammate to show up.
Or give a way for the marine to counter it with a well timed rifle butt.
It would need some kind of drawback to stop skulks from using it all the time, but enough to be a threat to marines to not wander off alone.
Just a thought.
Comments
I think the onos should stay the only one kicking marines off their feet (if there should be any crowd control like this at all).
Skulks already have a huge amount of agility by jumping and bouncing off walls making them hard to kill (I've tore through a squad of 4 marines alone). If anything they are the one thing about the game that is pretty much perfect.
edit1: Btw i forgot to mention, if you make skulls overpower 1 marine, that means most of the egoist gonna hunt skulks 1v1 like me :) cuz we love hard achived things!