Apparently the "whip radius" has evolved with new patches. It's actually bigger than the animation model can show (or suggest). Far bigger. Should be fixed. If you don't know the limit and get too close, you get hit by "air'... kind of weird.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited July 2013
Noticed this, not sure if changed in B251 since I don't see whips often. Does seem like it was increased. Stepping back or even JPing away will still get you hit by the mighty interp arm of the whip every time.
If whips are to get nerfed at all, it's not this that would be nerfed! Whips are either a) a noob trap for wasting starting res, or b) a pro comm's play thing for destroying pub exos or whip rushing marine bases.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
It shows both the bombard range (when matured), and the normal whip range. Not sure if either got larger in 250, but I don't think its much of a problem.
Nothing i love more than sneaky some whip to a marine base with echo, also whipes + echo is a great way to defend areas of the map, have 3-4 whips near a shift and if marines try to push an area just start echo them in
With whips as useless as they are now, I wouldn't mind seeing mature whips live and be functional but lose the bombard ability when not on creep.
Whips aren't useless. I've used them extensively while comming for area denial and echoing in additional whips behind invading marines when their whole team is attacking a hive or other critical area. The change making whips mature automatically into bombard whips in 250 was a nice buff. Them knocking grenades away was cool but didn't make much sense from a balance perspective.
All that being said, still being able to use them off infestation in some fashion would open new offensive strategies for them, as you usually don't get a chance to infest a marine base before the cysts are destroyed.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Many are misunderstanding, this bug is when a whip matures so that it has bombard.. A yellow ball in which the whip curls around.. So when it goes to smack, it hits when it looks like it shouldn't have.
It's already reported by thanks and keep em coming!
Are they planning on fixing the grenade blocks or doing something to that effect? Having no grenade counter makes aliens very sad, like xbox at E3 sad almost. Okay not really but it does kind of suck a bit. Just feels like for the cost of a 'nade launcher the thing can sure do a lot of damage.
I'm assuming the increased radius was a sort of half assed hotfix to make the whips not completely useless while they were working on it? That's just a guess though.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
@0ni it was a technical byproduct when making GL projectiles clientside so to make their trajectory smoother looking.
The whip knockback went against game design anyways, by being a hard counter against GLs.. but in the patch or two before the technical change, this effect was lessened.
I think the solution to grenades is to kill the marine shooting them... but this only works if the GL is more anti structure and less anti player .. which is exactly what the latest patch has addressed :
:less splash radius for players, and no impacting on contact within a certain distance... allowing for more of an AOE anti structure role finally.
Comments
So far I remember, whips simply stretch themselves.
Then again, I make a habit of running past the bloody thing as fast as possible so I dont actually look.
All that being said, still being able to use them off infestation in some fashion would open new offensive strategies for them, as you usually don't get a chance to infest a marine base before the cysts are destroyed.
I'd much rather have a quicker infestation with quicker receding infestation, than slow all around.
It's already reported by thanks and keep em coming!
I'm assuming the increased radius was a sort of half assed hotfix to make the whips not completely useless while they were working on it? That's just a guess though.
The whip knockback went against game design anyways, by being a hard counter against GLs.. but in the patch or two before the technical change, this effect was lessened.
I think the solution to grenades is to kill the marine shooting them... but this only works if the GL is more anti structure and less anti player .. which is exactly what the latest patch has addressed :
:less splash radius for players, and no impacting on contact within a certain distance... allowing for more of an AOE anti structure role finally.