Dont Buff The Skulk!

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">Get a new LifeForm.</div> the balance of skulks and la marines are at a very shaky balance. the buffing of the skuk could quite easily lead to marines being completly dominated. aleins are extermemly weak in the beggining but get very strong later on while marines stay a steady strenght the whole game.

what is the possibility of the aleins gettting a new life form that allows the playing style of the skulk to way into late game, because upgrade for skulks stil leave them papper thin. what if we just took the skulk and added health armor and speed and a new 4 slot ability.

i would call it the howler. the skulk is a combination of he bactira and a dog well what could be one step up the ladder? a wolf. I would suggest that the new lifeform would cost 20-30 res and have about the health and armor of a lerk.
the 4th slot ability is up in the air.

i would really enjoy being able to play my Favorite class in ANY game out right now ,the skulk, in late game effectively.

So how many problems could a new life form fix?? how many problems could it cause?? DISCUSS !!!!!!!

Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-NightCrawler.+Sep 10 2004, 09:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Sep 10 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aleins are extermemly weak in the beggining but get very strong later on while marines stay a steady strenght the whole game.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, aliens stay the same strength throughout the game while marines are continually upgrading their armor and weapons. A skulk is a skulk at one hive or three. (Although his armor does absorb a *bit* more... but not nearly enough to cancel out weapon upgrades)

    Also, there's little chance of a new lifeform going in this late in the game.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I would not pay more than 5 res for anything that dies alot, even if it's better than a skulk. I'd rather just save for lerk or fade.

    And this isn't even needed. The current version of NS has a built-in method of increasing late game effectiveness only: armor absorption. It just isn't being used effectively for the skulk at the moment.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    A slight skulk buff is one of the few balance changes that needs to be made. Early game marines dominate early game skulks pretty badly, even on the competitive level.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-BobTheJanitor+Sep 10 2004, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Sep 10 2004, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NightCrawler.+Sep 10 2004, 09:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Sep 10 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aleins are extermemly weak in the beggining but get very strong later on while marines stay a steady strenght the whole game.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, aliens stay the same strength throughout the game while marines are continually upgrading their armor and weapons. A skulk is a skulk at one hive or three. (Although his armor does absorb a *bit* more... but not nearly enough to cancel out weapon upgrades)

    Also, there's little chance of a new lifeform going in this late in the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    He's talking about the includsion of fades/lerks/onos.

    Aliens grow practically exponentially stronger as the game goes on, whereas marines get stronger over a linear path.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Forlorn+Sep 10 2004, 10:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 10 2004, 10:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BobTheJanitor+Sep 10 2004, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Sep 10 2004, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NightCrawler.+Sep 10 2004, 09:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Sep 10 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aleins are extermemly weak in the beggining but get very strong later on while marines stay a steady strenght the whole game.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, aliens stay the same strength throughout the game while marines are continually upgrading their armor and weapons. A skulk is a skulk at one hive or three. (Although his armor does absorb a *bit* more... but not nearly enough to cancel out weapon upgrades)

    Also, there's little chance of a new lifeform going in this late in the game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He's talking about the includsion of fades/lerks/onos.

    Aliens grow practically exponentially stronger as the game goes on, whereas marines get stronger over a linear path. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I assumed he meant the base units, since he started his post off with 'The balance of skulks and LA marines..."
  • CelizCeliz Join Date: 2004-06-07 Member: 29171Members, Constellation
    good job on starting an argument on a topic forlorn thinks he knows evrything about
  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Members
    edited September 2004
    a new lifeform would be so cool, althought what could it possiby be? a buffed skulk? just.. get carapace, or celerity or anything.

    ranged unit? they took spikes out for a reason

    support unit? got it

    builder? got it

    tank? got it.

    so what could be 5-35 res combat class that would add more flavour to the game.. think this out first

    edit: maybe something with a crazy passive aura or skill or a realy slow walking dc+mc+sc for support? think of ideas.. not a buffed skulk
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    make the gorge more like a pure engineer/support class by significantly lowering its cost,hitpoints,and spit damage against players. nerf skulk hp but give them a big bonus in speed to make them into more of a scout and make room for the new alien.

    then put in a 10 res lifeform that would hold a comparable point in the alien tech system to a shotgun for marines.

    so lifeforms do aliens have?

    scout - skulk
    engineer - gorge
    long range fire support -lerk
    heavy "cavalry" unit - fade
    super-tank - onos

    whats missing? a main battle shock troops, something with enough power to be worth using in serious assaults and against mid-game tech but cheap enough to be considered lower on the tech tree and capable of working in groups.

    speed would be between skulk and fade, damage could actually be better than the fade but lower hp, and no special movement abilitys.

    As for actual attacks... the engine is probably the limit there, but who knows. Ive always thought an area affect melee attack would be great, maybe something to grapple into a marine's back, the possibilities are really endless.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited September 2004
    IF a true attack creature is added before the fade... It should climb walls... have the armor/hp of a lerk (no spore... all melee), Leap as a hive 1 ability, and cost only TEN res. Using skulk bite and leap will make sure the creature doesn't take up many weapon slots. The ten res investment makes it actually viable when compared to saving for fade. The lerk amount of health is only a guideline showing it should have a significant amount of extra health/armor over a skulk.


    Honestly i think it is a good idea. I hate how this game is currently played, Everything being put on the fade's shoulders. This stratigy is putting all the eggs into one basket so to speak, and makes for relatively bad games. (fade dies... aliens get whomped= not fun for aliens, fade lives and pwnxors all marines/RTs in map= not fun for marines)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->scout - skulk
    engineer - gorge
    long range fire support -lerk
    heavy "cavalry" unit - fade
    super-tank - onos<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    More like:

    scout - skulk
    engineer - gorge
    helpful spammer -lerk
    flying ninja of doom - fade
    bullet absorber - onos
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    So far in the games I've played, aliens have begun to dominate the field a bit more, and Im seeing a surprisingly large amount of sensory use, as opposed to before. We actually are loosing more often now as marines when skulks gets sensory, because their ambush tactics become razor refined at this point. It also means you will be building OB's everywhere you go, scanning areas for SC's, etc.

    Fades are a real pest because you cant tell where they go when they kill you! They could be right outside your base for all you care, and keep hitting you until you take out the SC. At this point in time, you need to have enough armor to take the first swipe, and then take out the fade before he swipes you a second or third time. If he has Focus, it becomes even more of a chore, especially for marines who are stuck in base and cant leave.

    I tell ya, skulks are dominating the field more and more as they go along. Combat has become so much easier for aliens unless the marines get a leg-up on the competiion, then it become disasterous at times, however, it is always easier for the aliens to counter assaulting marines as opposed to marines countering assaulting aliens, due to a very simple reload principle.

    I dont really think we need a new unit. We have Lerk, and even now they are still very critical in some cases, such as gassing out camping marines, or laying down umbra for attacking units. Gas is by far the most critical element of lerks, and so once you become one, you can basically stay OUT of combat if they are attacking, and just gas them constantly, If you have to go into combat, you can fly up and then make the dropdown with uber-fast biting ability.

    5 res for a new unit that only has slightly more health and attack doesnt really seem worth it to me, especially if aliens were to be short on res nodes, then who would have the res to constantly become this unit? Skulks are fine the way they are, and I know because I dont play on pubs with lots of new aliens, I play where everyone is at equal skill, and it is just fine the way it is.
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