Bringing back leap damage.
FLuX
Join Date: 2002-12-30 Member: 11633Members, NS2 Playtester, Subnautica Playtester
Back in Natural Selection when you leaped into a marine, as long the skulk had that leap momentum it did a bit of damage to a marine. While it was never massive (aside from the original iteration of leap) it did really assist in combat. I rather miss the ability to do so and I would love to see that feature back into the game. For those of you who played the original, I would love your thoughts on bringing this feature back for NS2.
Thanks,
-FLuX
Thanks,
-FLuX
Comments
After marines are a bit balanced & stronger though.
-> No rambos in mid game.
-> JP and Armor 3 is not influenced.
So my question is: why?
As I always mix up names.. if that does increase balance a tad more to 50-50, then yes.
Why Strofix? Because of the lols of course. It probably takes relative little effort, but killing a enemy with a 'silly' weapon like healspray, leap or parasite is just awsome.
I always chuckle when I riffle bash a lifeform aswell.
Leap really shined (shown? did shine?) in vents in NS1. I was a little confused when I first started NS2 about why I wasn't doing damage with leap. I miss it.
That's why!
There's nothing magic preventing you from allowing leap to do meaningful amounts of damage.
It didn't work that way in NS 1.0x, although arguably it was unintended and changed/fixed in ns 2.0. You could almost instagib an LA marine with leap by just leaping straight down on them if you caught them sitting still.
edit: i actually think it would be cool if leap push marines a little, just a enough to knock them off an ledge, or off an edge into a pit hehe.
maybe even giving them a light bump to their aim. (which i know people will scream against)
I think it's shone if you are talking about light and shined if you're talking about polishing something("I shined my shoes that day").
A small knockback? Sounds good to me.. seems logical that it would.