LMG Taser Add-on.

whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
Light Machine Gun Taser Add-on.
Because we actually loved the taser back in the day.

Stats

Research at Armory for 15
Buy at Armory for 10
Ammunition 3
Cooldown 10 Seconds, unable to shoot for 2 seconds (squad support feature, not for lonewolfs)
Fade is not affected till 2 projectiles hit
Onos is not affected till 4 projectiles hit
Alien buildings are disrupted for a few seconds

Description

Swaps melee bash with electric projectile. When fired (right click) it spawns lightning and cripples the alien for 3 seconds, draining the energy by half, reducing movement speed by a third and disrupting any attack.

Second attack option: Right click to fire projectile that sticks at first, right click again to activate in the right moment.

Gameplay

Perfect counter-image to mines. As com you can choose to go the defensive mine way or the offensive taser way for the same price which greatly enhances variation in early game.

- Makes aliens react to a more pack like gameplay, while mines don't affect alien gameplay
- Makes 2 man squads more viable: one tasers, one shoots
- Lonewolf marines stand no chance even when hitting with the taser, cause the alien can react quicker
- Stalking skulks are more dependent on shade upgrades that give them the momentum to use the taser against the marine
- Stops lerks to easily harass groups of 3-5 marines without a scratch and force them as the support they should be
- May help to save powernodes at the last second

Aliens may get "revulsion" upgrade with hive 2.

Lore

Electricity is the human tool to get shit done. Marines should only shoot when they hit, so what do humans do? They make hitting easier. The technology fits beyond doubt.


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Special balancing as with alien ablities e.g. blink should not be our concern as I'd only like to discuss the overall feature and if it could greatly enhance the game and to get the dev's attention.

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