Cat Packs Speeding Up Building.
Wither
A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
<div class="IPBDescription">Why not?</div> Topic says it all. Cat packs speed up firing and reloading, how about building as well? A lonely marine getting up a pg outside a well defended hive would welcome a cat pack that speeds up building any day.
I can't think of any bad points, so whatever, if anyone has anything to add, spit it out.
I can't think of any bad points, so whatever, if anyone has anything to add, spit it out.
Comments
No
They are useless, just like sensory chambers in 1.04.
They are useless, just like sensory chambers in 1.04. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If they were cheaper to drop (2-3 res / pack) and sped up building, everyone would use them. Imagine super-fast sieging or fast pg rushes, would definetly help good comms out in scrims <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
same with tf + sentry + sieges
I'd MUCH rather cat do this
Yeh just the other day i was discussing the usefulness of cats and getting them to affect other parts of the game.
Balancing is the hardest part as insta-pg rushes would be extremely deadly. Same as siegeing. I admit it would give cats more use though.
I honestly cant think of a way of making cats useful enough without breaking the barriers of Overpowered/Underpowered. You could try to find a middle ground for balance but it still seems you would be finding that they are either too helpful and noticeable for building, or not noticeable at all.
- RD
To the people that have been saying cat packs are the last thing they are getting. cat packs are great for killing fades and onos , reason being, the rate of fire with a sg or hmg. its just insane amounts of damage when you rate it against normal weapons.
in addition the speed increase that the cat packs give your marines are great when trying to avoid a fade or skulks.
And reloading would indeed be quite nice..I'm unsure. Hopefully Beta 5 will hold something of this sort.
lol
*<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> finishs up a turret*
*looks at hand*
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> : Aw crud, I still forgot to put the barrels in!
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> chuckles
<i>A chemical induced into the marines bloodstream to supercharge [or insert your fancy word of choice] his nervous system, allowing him to react and use any muscle in his body faster than normally possible.</i>
Actions logically not affected by this :
- Fully automatic firing
- Nanite-based construction clearance
Actions affected by this :
- Recoil control
- Reload speed
- Movement speed
- Perception speed (simulated by easier access to information by the player)
So if we combine all this, a faster, dead accurate marine, reloading faster and seeing more (for example, every alien gets a health-ring for the Marine - making it both easy to spot partially obscured aliens, and easy to pick targets), we've got the uber-catpack. Maybe instead of throwing all that into one drug, how about splitting it up - into a speed and a sensory drug.
So Catpack A would allow you to run faster, jump a bit higher and reload faster - but you'd slow down temporarily, as it runs out after ~15-20 seconds. It is researched in the Arms Lab.
Catpack B on the other hand would allow you to shoot with almost pinpoint accuracy any gun (except the Shotguun), see aformentioned health-rings or just a numerical indicator of HP of any visible alien, but when its ~15-20 seconds run out, your vision is temporarily shaky and/or blurred. It is researched in the Armory.
Of course, you'd want to give them prettier names. But the generic idea remains - 2 different type of catpacks that make some sense. It'd be alot of fun using the obvious combinations (Shotguns+Speed, HMGs+Sensory) and add a small new drugging aspect to the game.
*shrug*
Catpack B on the other hand would allow you to shoot with almost pinpoint accuracy any gun (except the Shotguun), see aformentioned health-rings or just a numerical indicator of HP of any visible alien, but when its ~15-20 seconds run out, your vision is temporarily shaky and/or blurred. It is researched in the Armory.
Of course, you'd want to give them prettier names. But the generic idea remains - 2 different type of catpacks that make some sense. It'd be alot of fun using the obvious combinations (Shotguns+Speed, HMGs+Sensory) and add a small new drugging aspect to the game.
*shrug* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Dear god I love this idea. The health ring would be GREAT. A marine who knows who the weakest target in a pack is! *Drooool*. It's too bad we can't do bullet time without it affecting everyone on the server.