How Do You Feel About Knockback In NS V2.01?

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
"Knockback" is where upon taking damage from a melee attack (skulk bite, Onos gore, Fade claws, etc.), a player sometimes gets knocked around a bit.

So what do you think?
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Comments

  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Knockback is not nearly as frustrating as trying to get this poll to register a vote ;P I only think the inconsistency in knockback is somewhat confusing at times but the joy that I felt when I took out an onos with my pistol while flying through the air after his gore only to die from the fall damage was worth any amount of frustration. Absolute classic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I say it's madly frustrating trying to bite a hopping marine the way I should be doing, only to have him fly across the room and shoot me.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Knockback makes the game very difficult to play for high pingers. This is because you're shooting someone, but then the server sends you information saying no actually you just got bitten and knocked over here. So you get moved to the new location and realise all the shots you just made were off target and into a wall, not a skulk.

    Remove it for these reasons. We'd all like cable/adsl, but you just can't get it in lots of areas.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    A definite frustration when trying to hit bouncing marines with a melee attack.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Keep it only for the Onos Gore. Funny to see marines fly across the room when an Onos rampages <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    The Onos gore knockback is very inconsistent and completely overblown. Just earlier today one hit from an Onos threw me onto the ramped architecture east of ns_nothing's Viaduct hive, making it very difficult for the Onos to reach me. It provided more than enough time to blow him away with my HMG. This isn't the first time something like this has happened to me either.

    While I wouldn't mind seeing all forms of knockback removed, I'm certain that there needs to be significant tweaking for gore.
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    i think it's quite amusing, i mean if a giant space cow gave you a hit from his tusk, your gonna get a little air time... but of course you're not going to be lay into him with a heavy machine gun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
    For skulks it's terrible. I wouldn't mind so much if marines couldn't hop around like springs, but one or the either has to go. Appears it'll be this.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    That heavily depends on the situation.
    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.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    Just my two cents...

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think it should be taken out. If it is going to be left in for bigger lifeforms (onos gore) for realism, then a stun effect should be added (maybe half a second to a full second).
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Personally, I think maybe the power should be reduced. I think it would be great for a percussion weapon like the grenade (I've never noticed nade "knockback" if it is there) but sometimes... the marines just fly to far. A bit less air time would remove the frustration. (As a side note, I am a high pinger as well, but find that to be the least of my problems.)
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    The only problem I have is with Knife knockback. A light marine alien should not be able to move an onos, no matter how hard he hits it with a knife <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I think the best solution would be to eliminate knockback for skulks, make it about 1-2 ft for fades, and 2-5ft for onos, but have the distance you get knockbacked by be CONSISTENT whether or not you are in the air. Knockback gives marines a chance to survive even if the first hit is landed, but seeing someone go flying straight across a room from one whack by an onos is just rediculous.
  • Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
    I don't care so much about the content of this poll, though I did post a thread about it in S&I.

    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.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    As its both frustrating and funny at the same time, i'd prefer it would be removed expect for Onos's gore and Skulks Xenocide. And abit toned down for Onos if possibly, i know how big he is and stuff, but seeing a Onos "shoot" a heavy marine across powersilo hive is abit too much.
  • DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
    edited October 2003
    It makes sense to keep it for the Onos, if it can be fixed. That is, make they impacted player fly away from the Onos after every attack. Also, the goring through structures bug which causes players to get flung should be fixed if this were to stay. If it proves too difficult to fix this bug, simply remove the knockback effect completely. Keeping the knockback effect for Xenocide would also be wise.

    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...)
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    edited October 2003
    To be honest, I love knockback. I don't expect Flay to read every post in here, but in the hopes of him doing so, I think it adds reality. If something would bite me in real life, I wouldn't just stand there. I'd either jump back myself or get pushed back by the force. It's awesome..but as for xenocide/gore..people actually *fly* across the room, which is..not realistic.

    That's my 2 cents.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    i like flying when i get gored by an onos. Holoroom never looks the same when you have seen it from the rafter, and getting shoved over the edge of the res node by marine start is just funny
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited October 2003
    ive been knocked about silly before.

    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
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited October 2003
    Its frustrating when you sneak up on a marine and get the first bite in, then watch as he gets sent half-way across the room and kills you before you can clear the distance again. Get rid of it. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I dont mind keeping it for Skulk Xeno and Onos gore though. Those are powerfull attacks.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Plus, the idea of an Onos flinging marines around the place is just quite damn cool.

    But skulks do suffer from it.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    knockback is brilliant, it being in the game adds a HUGE element of skill to playing aliens, and also the skill to know when your about to be hit as a marine and jump to get the knockback effect. Please please please dont listen to the newbie aliens who cant kill **** because they dont have the skill to know how to use knockback to their advantage and remove this feature. + its a bit unreal for you to not be hit by a giant bull like thing like an onos and just stay 100% still...


    <span style='font-size:21pt;line-height:100%'> KNOCKBACK OWNZ </span>
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Knockback is lame and should be removed.

    Funny thing is ive been knocked back by onos gore but never taken damage(must be the blast effect attribute of gore)
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I voted for option #2. It's fine with the sole exception of Gore - there have been numerous times I've been blasted clean across a base becasue I was standing behind whatever building the onos was attacking, yet taken no damage. That's clearly a flaw.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    Just think how much the game would be ruined if knockback was removed, its already so easy to play as alien, but imagine if the marines didnt moove when you bit them, would basically mean that untill marines got lvl 2 armour u wouldnt be able to react if a skulk bit you from behind.
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    I voted don't mind, though I do have to agree with the general attitude of keeping knockback for Gore and Xenocide. I'd like to see it stay for all the attacks that currently have it, so long as it is more consistent. It's fun to be able to sneak up and bite a marine on a ledge and knock him off the edge with knockback. Still, the irregularity makes it annoying. You finally gain the ground on a marine thats hopping backwards shooting at you, get a bite then he flies backwards and gains even MORE ground and finishes you off. Then the same situation and the marine doesn't get knocked backwards whatsoever.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    It's more a bite on already jumping marines, where it's exaggerated to the point of flinging them across a room. Marines on the floor, I think it's fairly okay for.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    Bite throwback? Nuke it. Please. I hate it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    As for gore/xeno throwback, keep it. Rest remove In my opinion
  • CorradoCorrado Join Date: 2002-12-23 Member: 11423Members
    Killing off "knockback" in its entirety is a bad idea..

    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.
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