Xenocide Suggestion

gsx00gsx00 Join Date: 2012-12-21 Member: 175803Members
Since it seems to be fairly weak right now, and very few players are willing to choose to use an ability that takes themselves out of the game without any big impact (big impact may be overpowered. Instakill is generally never fun for the receiving end), how about making it a passive ability that goes off when the skulk dies no matter what?

Of course it could be balanced after that, such as research cost and damage and range. Other interesting things can be done as well, like acting like a bile bomb or spore cloud after death, with or without instant damage. Or something new, like just splattering their guts all over nearby marines so that they can't see for a little bit X[

Comments

  • ZaphrousZaphrous Join Date: 2012-11-01 Member: 165462Members
    Xeno is IMO just to finish marines off. I remember joining a server late, the marines were holding their last base with heavy defences up. A couple gorges managed to get power down but most their team was still alive.
    I ended the game with xeno bomb on 7 marines getting their power up.

    Its not great general purpose, but there are a few instances where it is epic.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    xenocide is actually quite good, if you can throw it out fast enough (rush 3 hives, leap then xeno in under what, 10 mins?) than you can absolutely DECIMATE marine early base pushes. buff it any more and it will be too viable early game, at the cost of being viable late game.
  • Frosty the PyroFrosty the Pyro Join Date: 2012-11-21 Member: 172703Members
    there was another thread wehre xenocide got dicused fairly heavily here are some cliffnotes.

    passive activation on death is bad, goes against the established patern of hive abilities being active and chamber abilities being passive.


    Possible ways to improve it could be

    Charge up: make it highly visable but let the skulk charge up the explosion for more damage/raduis. posibly also aply a progressive speed penalty the more it is charged up, a full charge would be devistating but nigh imposible to use, partial charges much easier to use, but less devistating.

    Secondary effect: have it do something in adition to just the standard damage, such as parasite all enemies in a huge radius, create several bile bombs, leave spores, knock down, blind, leave an acid puddle, create a large patch of infestation (maybe even with a cist), spawn a bunch of babbles, or some other such thing.

    not disable other attacks: start exploding but keep biting

    reduce/remove charge up time: click boom
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    edited December 2012
    Xenocide is fine the way it is IMO. It's incredibly powerful. You should be able to bite while charging though.
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    edited December 2012
    <!--quoteo(post=2049934:date=Dec 22 2012, 03:50 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Dec 22 2012, 03:50 PM) <a href="index.php?act=findpost&pid=2049934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Xenocide is fine the way it is IMO. It's incredibly powerful.<!--QuoteEnd--></div><!--QuoteEEnd-->

    True enough. Giving it a 'charge up' with the suggested movement slow would be interesting. It would add a little more skill to it's use beyond xeno/leap missiles. I don't agree about biting while charging, I'd rather see another implementation with a bit more risk/reward. (That's of course assuming any changes were made to something that's more or less fine as is.)

    If players felt like that extra second of thought made a difference in the outcome it would do a lot for Xeno, even if it's mostly perception with mostly the same results.
  • ToastieToastie Join Date: 2012-11-05 Member: 167351Members
    <!--quoteo(post=2049872:date=Dec 22 2012, 02:13 PM:name=Frosty the Pyro)--><div class='quotetop'>QUOTE (Frosty the Pyro @ Dec 22 2012, 02:13 PM) <a href="index.php?act=findpost&pid=2049872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Charge up: make it highly visable but let the skulk charge up the explosion for more damage/raduis. posibly also aply a progressive speed penalty the more it is charged up, a full charge would be devistating but nigh imposible to use, partial charges much easier to use, but less devistating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would love the idea of hold attack to charge, release to blow up, with you automatically blowing up at a certain charge. Basically, it would be the same as now with it actually making sense to not be able to attack (which I don't necessarily agree with). It would feel more awesome tho IMO. Maybe even have it so that at full charge it does more damage, but if you just hold it until you blow up that bonus is negated. Would add a bit more skill to the timing of xeno, at the downside of making it a lot more unpredictable to inexperienced players.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    I'd rather just see it as a second hive ability. It's pointless where it is right now
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    edited December 2012
    <!--quoteo(post=2049934:date=Dec 22 2012, 03:50 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Dec 22 2012, 03:50 PM) <a href="index.php?act=findpost&pid=2049934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Xenocide is fine the way it is IMO. It's incredibly powerful. You should be able to bite while charging though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It only does 200 <i>light</i> damage so A1 marines will negate that entirely, at A2/3 it's totally worthless and garbage versus structures unless if they are badly injured. Even then it's only the damage 3 & 1/3 bites
    If it's going to be light damage make it at least 300, maybe more or another damage type.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    Imo it should be passive (On death), it would make for some cool bait and switch game play!
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    edited December 2012
    <!--quoteo(post=2050549:date=Dec 24 2012, 02:11 AM:name=WhiteWeasel)--><div class='quotetop'>QUOTE (WhiteWeasel @ Dec 24 2012, 02:11 AM) <a href="index.php?act=findpost&pid=2050549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It only does 200 <i>light</i> damage so A1 marines will negate that entirely, at A2/3 it's totally worthless and garbage versus structures unless if they are badly injured. Even then it's only the damage 3 & 1/3 bites
    If it's going to be light damage make it at least 300, maybe more or another damage type.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's not meant to one shot entire teams. Get one or two skulks to Xeno and then the Fades/Onos move in and kill all the marines in one hit that didn't die from the Xeno. Why not get a Lerk to gas the Marines before you Xenocide? I don't know why some of you people think Xenocide should basically one shot 5-6 Armor 3 Marines at a time. I've already seen Xenocide kill 6-8 Marines at once, what more do you want?
    <!--quoteo(post=2050565:date=Dec 24 2012, 02:59 AM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 24 2012, 02:59 AM) <a href="index.php?act=findpost&pid=2050565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Imo it should be passive (On death), it would make for some cool bait and switch game play!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nope.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    it should do a little less damage, but do normal damage tbh. xenocide skulks should be packed full of dynamite. instead of the ######ty gooey explosives they have now.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    I'd really like <b>Onos Xenocide</b>. Resulting in a HUGE explosion. Everything else should be exactly like with Skulk (e.g. the long "warmup" period so you have to plan it early enough, not when you are nearly dead anyway).
    Of course Onos should become all red and seethe and tremble like mad so everyone knows what's coming (and fears it:D).

    Given how an Onos often is an all-in unit, this would be epic. You have to decide whether to run away, do as much normal damage as you can before you die, or sacrifice yourself (if you survive the warmup which won't be easy) for a massive reward.

    Basically Skulk Xenocide x10, in all regards.

    Little extra: Marines can troll Noob Aliens into exploding their 75 res lifeforms:p
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2051395:date=Dec 26 2012, 10:04 AM:name=hozz)--><div class='quotetop'>QUOTE (hozz @ Dec 26 2012, 10:04 AM) <a href="index.php?act=findpost&pid=2051395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd really like <b>Onos Xenocide</b>. Resulting in a HUGE explosion. Everything else should be exactly like with Skulk (e.g. the long "warmup" period so you have to plan it early enough, not when you are nearly dead anyway).
    Of course Onos should become all red and seethe and tremble like mad so everyone knows what's coming (and fears it:D).

    Given how an Onos often is an all-in unit, this would be epic. You have to decide whether to run away, do as much normal damage as you can before you die, or sacrifice yourself (if you survive the warmup which won't be easy) for a massive reward.

    Basically Skulk Xenocide x10, in all regards.

    Little extra: Marines can troll Noob Aliens into exploding their 75 res lifeforms:p<!--QuoteEnd--></div><!--QuoteEEnd-->
    Things like these make me wish there was a humorous suggestions section of the forums
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hehe might as well add tactical nukes to the game as well :P
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=2050919:date=Dec 24 2012, 11:43 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Dec 24 2012, 11:43 PM) <a href="index.php?act=findpost&pid=2050919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it should do a little less damage, but do normal damage tbh. xenocide skulks should be packed full of dynamite. instead of the ######ty gooey explosives they have now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That is a straight buff.
  • TimariusTimarius Join Date: 2012-11-15 Member: 171220Members
    <!--quoteo(post=2050549:date=Dec 23 2012, 11:11 PM:name=WhiteWeasel)--><div class='quotetop'>QUOTE (WhiteWeasel @ Dec 23 2012, 11:11 PM) <a href="index.php?act=findpost&pid=2050549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It only does 200 <i>light</i> damage so A1 marines will negate that entirely, at A2/3 it's totally worthless and garbage versus structures unless if they are badly injured. Even then it's only the damage 3 & 1/3 bites
    If it's going to be light damage make it at least 300, maybe more or another damage type.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kXenocideDamage = 200
    kXenocideDamageType = kDamageType.Normal
    kXenocideRange = 14
    kXenocideEnergyCost = 30<!--c2--></div><!--ec2-->

    I've always been for Xenocide being heavy damage, but then that would be too big a hit to Exos at the expense of it always one shotting marines. But hey, then they'd know what it's like to have a shotgun in your face.
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