Solution to marines bunnyhopping. Skulks bite slows down.

stibaerstibaer Join Date: 2013-07-25 Member: 186398Members
Marine gets bitten into his legs by a skulk -> He becomes slower and cant jump well for a while or until he receives a stimpack.
Stimpack shouldnt be the same as medpacks. Once it has been researched marines can use it on the push of a button and on the cost of life. -> You take one bite, use stimpack -> 2/3 hp gone. One more bite and you are a skulkysnack, but you can run and shoot with 50% increased movement speed and firing rate for 5 seconds. So if used 3 times to get a boost 15 secs long you end up with only 1 hp.

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Um, what? This is already to confusing and not straight forward enough.
  • NazoNazo Such Is Life in The Zone Join Date: 2010-12-16 Member: 75720Members, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Gold
    edited October 2013
    Or you could just... Slow how much the marines accelerate while jumping
    Or not be a bad skulk (its honestly not that hard to hit a moon-shoe marine)
  • ZalamaelZalamael Join Date: 2013-08-18 Member: 186949Members
    I would rather have the marine's orange outline show through the Skulk jaws, both in normal view and and when the jaws are closed during a bite. This would make it easier to track a jumping marine during a fight. At the moment it is awkward to track marines while you are trying to bite them because they tend to be moving when your jaws snap shut (which completely hinders your view), and if you missed which direction they went in, you will almost always die before you reacquire them.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Nazo wrote: »
    Or you could just... Slow how much the marines accelerate while jumping
    Or not be a bad skulk (its honestly not that hard to hit a moon-shoe marine)

    Just put jumping back the way it was, simple.

    As for your spoiler, an equally skilled marine still gets the advantage.
  • xBlueXFoxxxBlueXFoxx Join Date: 2013-06-07 Member: 185497Members, Reinforced - Supporter
    edited October 2013
    Solution to marine strafe jumping, use a more heavy material for the armor, we've told Alterra Corperation many times that styrofoam is not a good material to survive alien dog bites.

    Since I bring that up, speed and agility should be an armor upgrade. That way strafe jumping isn't such a game changer during the first 10 minutes.
  • casan0vaxcasan0vax Cloverfield, USA Join Date: 2012-11-04 Member: 166663Members, WC 2013 - Shadow
    It's clear that OP just wants NS2 to be SC2 (based on his other threads).

    I mean, at least change the name of the item from Stimpack to something else. It's the same exact name of the damn Terran marine ability that gives the EXACT SAME buff.

    And also, how the hell are you supposed to be able to shoot quicker anyway? Pull the trigger harder?

    If you want to suggest changes, at the very least be more creative.
  • Spektor56Spektor56 Join Date: 2010-11-10 Member: 74858Members
    casan0vax wrote: »
    It's clear that OP just wants NS2 to be SC2 (based on his other threads).

    I mean, at least change the name of the item from Stimpack to something else. It's the same exact name of the damn Terran marine ability that gives the EXACT SAME buff.

    And also, how the hell are you supposed to be able to shoot quicker anyway? Pull the trigger harder?

    If you want to suggest changes, at the very least be more creative.

    it's funny that u say that because NS1 had the exact same ability:
    Catalyst:
    If you kill an enemy, the "commander" will give you a Catalyst pack which will
    add an extra +25% movment speed and +25% attack rate for a health cost
    *CoughStarCraftStimPackCough*.
  • stibaerstibaer Join Date: 2013-07-25 Member: 186398Members

    Zalamael wrote: »
    I would rather have the marine's orange outline show through the Skulk jaws, both in normal view and and when the jaws are closed during a bite. This would make it easier to track a jumping marine during a fight. At the moment it is awkward to track marines while you are trying to bite them because they tend to be moving when your jaws snap shut (which completely hinders your view), and if you missed which direction they went in, you will almost always die before you reacquire them.

    !Agree.
    The area of vision a skulk has is just too small, especially while he is biting. Skulks Jaws should be transparent to the skulk.

  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I'd rather just have Skulks tethered to a marine for the length of the bite, this allows the strafe jumping mechanic to remain, but reduces its effectiveness against a skilled Skulk.

    I would also like the welder to tether you to the marine you are welding, as it is a needless mechanic to turn/follow the marine when they inevitably start sprinting away as you begin welding them (a mechanic already considered not-fun).
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited October 2013
    stibaer wrote: »
    Zalamael wrote: »
    I would rather have the marine's orange outline show through the Skulk jaws, both in normal view and and when the jaws are closed during a bite. This would make it easier to track a jumping marine during a fight. At the moment it is awkward to track marines while you are trying to bite them because they tend to be moving when your jaws snap shut (which completely hinders your view), and if you missed which direction they went in, you will almost always die before you reacquire them.

    !Agree.
    The area of vision a skulk has is just too small, especially while he is biting. Skulks Jaws should be transparent to the skulk.

    a field of view of 110+ in options isn't enough for you?
  • stibaerstibaer Join Date: 2013-07-25 Member: 186398Members
    casan0vax wrote: »
    It's clear that OP just wants NS2 to be SC2 (based on his other threads).

    I mean, at least change the name of the item from Stimpack to something else. It's the same exact name of the damn Terran marine ability that gives the EXACT SAME buff.

    And also, how the hell are you supposed to be able to shoot quicker anyway? Pull the trigger harder?

    If you want to suggest changes, at the very least be more creative.

    NS2 can learn a lot from the experience SC2 has regarding balancing and mechanics.

    Not everything has to be forcefully different.
    The games are of a different kind but at the same time very similar in many acpects.

    Its on purpose that the names are the same.

    And since when are games and their mechanics about realism?
    Its about fun.

    Which would you prefer. A 3rd kind of pack (med, ammo, catalyst) or a fun, usable ability for the marines?

    Which would you prefer. Babblers that cant be controlled at all or babblers that
    fullfill more functions than only warming alien asses?!

    Which would you prefer. One more thing the gorge can build or a nice ability to help your onosbuddy catch a pesky jetpacking marine!?

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