New Use For Primal Scream

HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
Well I noticed in combat that when an alien decides to get the focus ability, they tradeoff their cc destorying capabilities. With focus, a Kharaa is a great marine demolisher, but has a hard time racking up quick damage to the cc before dying. Also, when marines get lvl 3 weapons, they do not shoot slower. So that can destory the hive while quickly eliminating any spawning lifeforms.

So I was thinking, what if, since celerity increases the alien speed, using celerity and focus gives an alien a twice the normal damage first attack with the same firing speed. Also, if the alien is under the influence of primal scream, again, focus attacks are increased in speed.

I think this would help aliens in combat, and it would help end stalemates in classic. An focus onos under primal scream could demolish turrets and stuff in seconds.

Anyone else interested in this idea. Or possibly tweaking it so not to throw the balance way off.

Comments

  • Janus_KrugJanus_Krug Join Date: 2003-03-26 Member: 14906Members
    Primal scream already boosts focus attack spead. I use it all the time.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Primal Scream has always done that. And Celerity is an extremely strong upgrade as it is, increasing attack speed as well would be extremely overpowered.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    What I'd like to see is primal scream moved to the skulk in slot 4. Then, once aliens get 3 hives the skulk can use primal scream anytime. That, combined with focus, would mean the bite would be lethal for 3rd hive skulks. (a nice change since skulks are worthless in late game now)

    Regards,

    Savant
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    That's a great idea Savant. Makes a lot of sense.

    I'm glad primal screen does increase focus attack speed. I don't think clerity is over powered at all, and would help give diversity to the game as to stop getting adrelerine.

    Maybe the length primal scream works for needs to be increased becuase right now, it disapperears as fast as it comes.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    If skulks require the scream to be effective, they can tote a lerk along. Other option makes them far too self-sufficient, and basically means that a three-hive alien team will be perpetually screamed. (Screamed?) Also, I don't imagine that you'd intend lerks to xenocide, but the ability's rather useful to just drop. And I don't think skulks are quite as worthless as you think.

    I do agree with Haunted that primal scream's duration should go up, though.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Actually I did mean to see xenocide dropped. Frankly I see xenocide in much the same way I saw babblers. While they were a neat weapon, they really didn't DO anything. Xenocide in its current form isn't very useful. Once a marine upgardes armor past level 1 you can't kill them with xenocide unless you score an exact hit. (good luck) Forget about taking out an HA or level 3 armor marine. Xenocide also no longer does blast damage against buildings, so what is it really good for? It's just one more alien weapon that has been gimped to the point where it isn't of any real use in the way it is supposed to be used. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Remember, a level 3 weapon is <b>SUPPOSED</b> to be deadly against late game marines. The bite should be the weapon of choice for a skulk, and they shouldn't have to 'tote a lerk along' since primal scream is a pathetic weapon for the Lerk's level 3 weapon. With the primal scream on the skulk I'd like to see spikes back on the lerk in slot 2, and move spores back to slot 4 with increased damage. (as they were back in the old days)

    Regards,

    Savant
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Xeno probably isn't as strong as it should be for a hive 3 weapon, just like the rest of them, but it's still powerful. It gives skulks a role against HA trains; a couple skulks xenoing into a group helps a lot in coordination with other aliens, obviously because of the armor damage but also the disarray that the knockback creates. As long as you keep hitting them frequently enough that they can't weld everybody in the group, xeno definitely wears them down.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    <!--QuoteBegin-Savant+Feb 12 2004, 10:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 12 2004, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Xenocide also no longer does blast damage against buildings, so what is it really good for?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wait, what? I completely missed that. I'd say it'd have some uses (roughly infinitely more than babblers ever did), but still, wow.

    However, that doesn't mean that skulks should have scream. It's just fine on lerk - I don't see how it's a "pathetic" choice for them, as they basically function as gassy winged skulks now - and like before, it'd be far too available if it was on the spawn class. Scream, even with its sad duration, is very powerful, and having to evolve to an advanced class reflects that.

    I've thought of having spores pumped back up and lerk skills reverted, and I decided for myself that I don't want that. I am aware that I've said I want spikes (or an equivalent), and keeping spores where they are is clearly a contradiction, I know. I guess you could say that I don't know what I want. I do know some things that I don't want, though, and the old spores is one of them. They epitomized the old mindset that three hives is an instant win, and as a result, perhaps, I don't think they were very fun for either side. But as you can tell, I haven't finished thinking out what exactly I do want for lerks, so this might change. I won't deny that there is a need for something that actually ends already-determined games (especially with the apparent trend of constantly weakening fourth abilities), though I do think that early versions took this idea too far. In that light, a weaker, though still powerful "classic" spore would certainly have its place, but as I mentioned, I do like it where it is...

    Bah. But that's not even the main point here. Even if (though) the fourth weapons need overhauls, that doesn't mean kharaa should spawn in with such a powerful buff. How could a team of losing marines ever regain a hive if every alien in the area is constantly frenzied? It's one thing to bring lerks with an assault, but it's another to have the ability come freely.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Savant+Feb 12 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 12 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually I did mean to see xenocide dropped. Frankly I see xenocide in much the same way I saw babblers. While they were a neat weapon, they really didn't DO anything. Xenocide in its current form isn't very useful. Once a marine upgardes armor past level 1 you can't kill them with xenocide unless you score an exact hit. (good luck) Forget about taking out an HA or level 3 armor marine. Xenocide also no longer does blast damage against buildings, so what is it really good for? It's just one more alien weapon that has been gimped to the point where it isn't of any real use in the way it is supposed to be used. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Remember, a level 3 weapon is <b>SUPPOSED</b> to be deadly against late game marines. The bite should be the weapon of choice for a skulk, and they shouldn't have to 'tote a lerk along' since primal scream is a pathetic weapon for the Lerk's level 3 weapon. With the primal scream on the skulk I'd like to see spikes back on the lerk in slot 2, and move spores back to slot 4 with increased damage. (as they were back in the old days)

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I can't see dropping xenocide from skulks.


    I <b>can</b> see the damage of xenocide and the length of primal scream being increased, though.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    What ? Removing Xenocide ? Why not remove the Fade while you're at it.
    Really , this ability can't be dropped. It's the only decent hive 3 attacks , not a gimmick. This is the ability that shatters the HA train coming to the 3rd hive , the one that terminates the pesky GL spammers blocking half of your team outside the marine base. The bane of the jetpackers. Far too important to the aliens to be dropped.

    Primal Scream is a generic ability , but if the Lerk needs one more it can be given to the Fade , which has 2 mediocre abilities at the moment. At worst , give it back to the Onos , replacing Charge. It doesn't suit the Skulk at all.
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