Rupture needs changed

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
For reference, the alien comm rupture ability currently takes 3 (?) seconds to explode a spot on infestation you designate, which partially blinds the marine(s) affected. I think it should be changed to the following implementation:

- Alien comm can lay down rupture mines, which explode when a marine steps on them, producing the same blinding effect as used currently.
- The rupture mines explode on their own when the infestation supporting them recedes.
- Marine comm scan reveals these rupture mines. Marines can kill the infestation cysts to clear the area of them, or just walk through them and be blinded for a few seconds.

Thoughts?

Comments

  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    nothing is better than 300 rupture mines placed around a single cyst
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Not a bad idea. Honestly, I feel that rupture is a fairly weak ability. It's similar to the Ink ability in Mario Kart, or if you've gotten used to an extremely dirty windshield which you continue to forget to wash for over eight months.
  • develdevel Join Date: 2014-09-13 Member: 198444Members
    It will affect sneaky marine play if mines are visible to the alien comm.
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    devel wrote: »
    It will affect sneaky marine play if mines are visible to the alien comm.

    There's already no sneaky marine play. This one goes out to alien vision and power nodes
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    devel wrote: »
    It will affect sneaky marine play if mines are visible to the alien comm.

    'Rupture mines' would be visible to the alien comm, since he placed them, not the marine mines.
  • develdevel Join Date: 2014-09-13 Member: 198444Members
    edited January 2015
    mattji104 wrote: »
    There's already no sneaky marine play. This one goes out to alien vision and power nodes

    So, we should make it even worse?

    Sneaky PG without JP would be impossible.With JP - almost impossible (however, mind games about 'where are the mines except doorways?' can be fun).
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Whut? I like using rupture, it feels OK .__.

    Its hard to tell whether its doing much when you're using it against marines, but I know that when alien comms have used it against me, its kind of a coin toss as to whether the rupture actually obscures the vision enough to significantly affect my vision/tracking. Sometimes you're totally fine, other times you might miss that skulk out of the corner of your vision or get completely thrown off track as he's jumping around.

    Either way, I feel laying them down as mines would be kinda silly- it'd reduce the skill aspect and cause other issues that people have mentioned above
    . Its much better to have to time it properly- marines have a chance to move away, and for a mere 1/2 res investment that *potentially* changes the sway of an entire engagement it should most certainly be execution dependent.
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