No More Babblers?
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
Join Date: 2003-02-05 Member: 13141Members, Constellation
Comments
I agree that it's much easier to just give another skill rather than coding AI for babblers...
It's a good practice in coding... know when to let go or start over....
Crouch + knife <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I never managed to use them effectively anyway.
They are only use for scaring the crap outta the marines.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Actually, i never found it too hard, the babblers are plainly well stupid.. And they move in a special way, like slower than their legs move.
But, seriously, they did have one use... As Hawkeye said, they buy your skulks the precious few moments to get in an xenocide... And after 2 or 3 quick xenocides, the base is open for a babbler rush! Okay, well, not really true since they tended to have turrets, but so the idea goes.
Time to say buh bye to the gorge's little babies!
Used well they can be tremendous. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'll miss them <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Just add some chaos to the final assult on the alien hives, and it makes it easier for skulks to have some sort of a comeback if they are gettin spawn camped.
That might be a good idea to work from. However, a babbler every 100 damage means at least 60 babblers are created in killing a hive. If they were created every 400 damage that would be more reasonable. However, they don't help at all against a siege.
If I had a vote I would vote Yes to Babblers (improving them anyway), but I understand the decision, unlike the other two changes which have made my 1.1 hatelist:
alien scores removal and lerk being turned into an annoying newb class as far as public games are concerned.
*sniff* gone is the sophisticated aerial striker - in its place a simplistic spammer.
real damn shame..
lerks always were intended for support, now they emphasize that role by removing bite(i always never used bite anyway) and giving him a few other support skills. i think noobs are gonna have much trouble of being a good lerk, they might have spore/umbra spam but i have always been vexed when a 'rine with decent aim got up close and personal while i tryed to flee(yeah, i'm kinda a coward sometimes) and not noticed the lack of adrenaline
preventing me from fleeing.
i am wondering what will happen with the ELS(elite lerk syndicate) though. weren't they those, lerks-must-use-bite-to-be-skillfull guys?
the fact that noone can destroy mines anymore is annoying, they could eiter make them do FF and/or chain reaction