How Do You Feel About Knockback In NS V2.01?
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Remove it for these reasons. We'd all like cable/adsl, but you just can't get it in lots of areas.
While I wouldn't mind seeing all forms of knockback removed, I'm certain that there needs to be significant tweaking for gore.
As a example from MagiTek mentioned, it can really mess your day, but in general its quite funny.
It should however ony apply to greater lifeforms like Onos or maybe fades IMO, and it would be nice if the target was stunned for a second or two.
For skulks and fades especially, the knockback is very frustrating when trying to track a marine. This is especially true when they begin strafing you, for me at least, they're hard enough to track. Then add in the fact that when you finally hit them they'll move faster in a random direction, it just makes me lose track of them even more.
For onos... I wouldn't mind seeing the knockback lessened (it's a tad ridiculous now) or removed.
What really hits me is that the main dev just put up a poll that might have influence on future game revisions! *applause*
Not something to do all the time, but definitely good as there hasn't been much like this in recent times.
Anyway, I'd vote for any kind of knockback removal or reimplementation. The specifics don't matter much. The current random effect just doesn't do it for me.
After all, who doesn't enjoy launching marines off the landing platform in ns_hera? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
(And this also provides for some interesting fun map scenarios... marine basketball anyone?)
Also, would it be feasable to add a knockback effect to the bilebomb? I'm not sure how this would fit into the balance and all, so I'll just leave this as an open suggestion. (Possibly bilebomb can damage armor...)
That's my 2 cents.
im on 56k at the moment (not for long yay!) and get some weird telportation sometimes after being hit by gore some time round corners and down corridors.
i was in HA once defending the rine base in the final stages of an alien victory game.
in came and onos he gored me and knocked me id say about 4ft in the air accorss the room, just as that happend a skulk came in and its xenocide went off while i was still in mid air and knocked me back through the air towards the onos, where he gored me to death,
i was laughing like hell but was slightly frustrating
I dont mind keeping it for Skulk Xeno and Onos gore though. Those are powerfull attacks.
But skulks do suffer from it.
<span style='font-size:21pt;line-height:100%'> KNOCKBACK OWNZ </span>
Funny thing is ive been knocked back by onos gore but never taken damage(must be the blast effect attribute of gore)
As for gore/xeno throwback, keep it. Rest remove In my opinion
Reducing its effect is a better one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Either that, or reducing the amount that a marine is flung when bit while jumping...its totally ridiculous.