<!--QuoteBegin-Cxwf+Feb 9 2004, 10:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Feb 9 2004, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now theres an interesting idea...give AR and Charge blast damage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> An alternative for AR would be to have it deal damage over time. Less effective against humans (who can counterattack while they're being dissolved) but nice against immobile structures (and AFKs, I guess).
Not unlike how taking a dip in radioactive waste works in ye olde HL.
I have played through the original HL campaign several times, and as soon as you step out of the radioactive waste you stop taking damage. There is no poison effect, its more similar to the effect of standing in a spore cloud. You have to have a physical manifestation on the map of the acid to have this work.
1) charge should burninate everything in the village. light marines should die muchly, heavy armor should get knocked out of the way, turrents should get broken and have to be rebuilt (but not destroyed)
2) acid rocket is for harassing heavy armor and jetpacks, not structures, blast damage for acid rocket is not the point thats what bile bomb and onos are for.
3) good third hive abilities would not unbalance co because right now nobody uses them. Since 3.0 came out I have yet to play in a co OR classic game where web or charge or acid rocket had any serious affect on the outcome of the game. Primal scream is quite useful for aliens end game in combat, but I wish the timelimit was extended because I dont think it really would affect balance much and the constant constant screaming is a little out of control.
one of the CO maps has acid that continues to damage you after you get out of it though. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
An alternative for AR would be to have it deal damage over time. Less effective against humans (who can counterattack while they're being dissolved) but nice against immobile structures (and AFKs, I guess).
Not unlike how taking a dip in radioactive waste works in ye olde HL.
1) charge should burninate everything in the village. light marines should die muchly, heavy armor should get knocked out of the way, turrents should get broken and have to be rebuilt (but not destroyed)
2) acid rocket is for harassing heavy armor and jetpacks, not structures, blast damage for acid rocket is not the point thats what bile bomb and onos are for.
3) good third hive abilities would not unbalance co because right now nobody uses them. Since 3.0 came out I have yet to play in a co OR classic game where web or charge or acid rocket had any serious affect on the outcome of the game. Primal scream is quite useful for aliens end game in combat, but I wish the timelimit was extended because I dont think it really would affect balance much and the constant constant screaming is a little out of control.