MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
How about a gloo/foam gun that's essentially a marine clog wall?
First *pfffffffffffffffffffffffffffffffffffffffffffffffffbt* everywhere, and then the fade trap is set
At the current game balance railgun is the most powerfull siege weapon (often even more effective than ARCs) and potentially it's the most powerfull weapon to fight against alien lifeforms except onos... So yes railgun is a bit OP in a proper hands and potentially rail can rape entire alien team if no onos present.
I see two things which can nerf railgun enough while still remain them efficient:
1) Greatly reduce the damage which railgun inflict on lower levels of charge so it will be more profitable to shoot on the highest level of charge only and also won't let instant lerk kill. For example, remain damage of fully heated rail the same (173) but make 90 of its damage producible only if charge level reach 90%. And reduce basic damage from 33 to 13.
2) Disallow railgun shot from penetrating several buildings. That won't allow to focus lifeforms which hide behind the structures nor kill em accidentally. Also that will reduce railgin's siege potential so he can not make 1000 structure damage per shot when shooting for example though usual chain like Crag -> Hive -> Shell.
How about not letting it penitrate marines and marine structures?
Shooting through a skulk and killing the skulk on the other side makes sense. But how does it go through a marine or armory and not do damage?
This would save that skulk bitting the CC and force railgun to expose themselves to get clear shots. This would increase the "skill" needed to maneuver s bit.
You could even have a cool effect where when a railgun hits a marine structure it kinda flashes/splashes green like it's being absorbed/diffused to give player feedback that it's not penitrating
I feel like shooting through another exo is a 80/20 chance... but I definitely shoot through exo/rines, especially when that onos charges. I get annoyed when the mini gun doesn't take lead since I can shoot through him...
so what will happen if you shoot through an exo that is piloted by a skulk?
the kinetic force is absorbed by the exo's armour, but a small portion is turned into Gamma Radiation, and since skulks don't have protective armour like marines, they mutate into an onos.
duh.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
so will the exo explode due to pressure from inside or will the onos be crushed due to not having enough room? Or will we have a tiny onos piloting the exo then?
so will the exo explode due to pressure from inside or will the onos be crushed due to not having enough room? Or will we have a tiny onos piloting the exo then?
Comments
God that'd be infuriating to be the fade though...
First *pfffffffffffffffffffffffffffffffffffffffffffffffffbt* everywhere, and then the fade trap is set
I see two things which can nerf railgun enough while still remain them efficient:
1) Greatly reduce the damage which railgun inflict on lower levels of charge so it will be more profitable to shoot on the highest level of charge only and also won't let instant lerk kill. For example, remain damage of fully heated rail the same (173) but make 90 of its damage producible only if charge level reach 90%. And reduce basic damage from 33 to 13.
2) Disallow railgun shot from penetrating several buildings. That won't allow to focus lifeforms which hide behind the structures nor kill em accidentally. Also that will reduce railgin's siege potential so he can not make 1000 structure damage per shot when shooting for example though usual chain like Crag -> Hive -> Shell.
IIRC it loses dmg with each entity penetrated so a limit is not really necessary.
Shooting through a skulk and killing the skulk on the other side makes sense. But how does it go through a marine or armory and not do damage?
This would save that skulk bitting the CC and force railgun to expose themselves to get clear shots. This would increase the "skill" needed to maneuver s bit.
You could even have a cool effect where when a railgun hits a marine structure it kinda flashes/splashes green like it's being absorbed/diffused to give player feedback that it's not penitrating
I think it does. I think I've shot through other exos before. If it doesn't, I don't know what's wrong with my eyes.
the kinetic force is absorbed by the exo's armour, but a small portion is turned into Gamma Radiation, and since skulks don't have protective armour like marines, they mutate into an onos.
duh.