Xenocide

_Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
edited June 2012 in Ideas and Suggestions
<div class="IPBDescription">Making it useful</div><u>The Problem:</u><ul><li><b>Xenocide does not enough damage</b> to feel useful for the Skulk using it. (Can't even kill a single marine.)</li><li>If it inflicts to much damage, it's like a win button for the aliens.</li></ul>
<u>The Solution-Idea:</u><ul><li>Increase the damage and add a damage-fall-off over distance. (Should be enough to kill a marine in at least 1m radius of the skulk.)</li><li>After activating Xenocide, the Skulk gets 3 seconds until BOOOM.</li><li>In this 3 seconds he is reduced to 1 hp.</li></ul>
<u>But why?</u>
Xenocide is a tier3 ability. It should be powerful and skill-dependent. But also it should be counter-able by the marines. If the skulk engages kamikaze like into a group of marines he will die before xenocide ignites. But if he manages it to time the 3 seconds right and sneak into this group at the right time, he should be rewarded with enough damage to justify its own death.

1 hp means, he will die from 1 stray bullet, so the marines have the chance to avoid xenocide, if they are aware. It also makes xenocide very skill dependent and therefor justifies a huge damage increase that is needed right now.
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