will different hitboxes mean anything in the future?
deaglecrazy
Join Date: 2010-07-27 Member: 73106Members
Join Date: 2010-07-27 Member: 73106Members
Comments
In a Marine vs Marine mod it would be cool.
In a Marine vs Marine mod it would be cool.<!--QuoteEnd--></div><!--QuoteEEnd-->
but perhaps the weakness on an alien (such as the skulk) could be somewhere else besides the head (not too sure where though). I just think if a skulk takes the chance of trying to do damage and eye level, if should pay off a bit more with more damage
It'd be real fun to introduce different hitboxes but as already mentioned it'd be really hard to balance them properly.
edit: and most importantly the heavily armored onos head-shield.
At first I was like "meh, don't need that". But with that info it sounds good. Don't make the head of the skulk the more vulnerable part. Use the sides of the body for this. This would further increase the value of marine team play, because you would do more damage shooting at the side of a skulk, than on his armored head.
You could even lessen the damage on lerk wings, making it more skill related to kill them and make the lerk more effective in close encounters, as wished. Not to speak of the bone shield of the onos, or a vulnerable back of fades.
<b>Long story short: This could increase the skill ceiling of the whole game and benefit team play. </b>
+1
With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.
Sure, on paper it sounds good to hinder a lerk getting away by shooting it's wing's membranes or to shoot a lerk in the leg to reduce his mobility, but think off it the other way around: How frustratingly nasty is it to be hit by a stray bullet and knifed (axed) to death?
Or, to add a little marine flavor, a skulk bites of your toes, dies and still you can not escape quick enough from a lerk's green fart cloud.
Certainly a no go, at least with extra damage.
Invulnerability or infinite damage reduction at least is just as annoying, though.
With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
Luck? called skills my friend! lol as for the skulk going for the head, gotta plan everything. Hide above and try to drop down to bite that rines head off ;)
Also it could make flanking more interesting, as it seems the aliens have rather armoured heads :P