Another Buff Option For Skulks...
NightCrawlerz
Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">Discuss!!</div> I was thinking of a way to improve skulks early game effectiveness without over powering them and this is what i came up with.
after every kill a skulk gets 5 hp per second for 5 seconds= 25 regend HP.
The skulk is an ambusing unit but a skulk RARELY gets a flawless victory agianst his prey. As it is right now when a skulk wins agianst a marine he is usualy severly damaged. I would like to give skulks the possiblit of a more offencive role early on by giving them a small amount of health regen on a kill.
this would allow skulks to fight with marines by charging and if successful would give them a way to regain their hp by ambushing.
A skulk and a marine square off
the marine quikly parishes but before dying reduces the skulk to 10 hp 0 ap
the skulk then gets his 5 hp every second for a total of 25 regen. this skulk can now ambush marines to regain his hp or he can return to the hive.
AND IT DOES STACK so if a skulk rapes 3 marines in a row hes now getting 3 separate 25 hp regens for 75 hp.
before hand skulk had to return all the way back to the hive for any kind of health but with this implemented it gives offencive skulks a effectve way to regain health for a job wwell done.
DISCUSS.
after every kill a skulk gets 5 hp per second for 5 seconds= 25 regend HP.
The skulk is an ambusing unit but a skulk RARELY gets a flawless victory agianst his prey. As it is right now when a skulk wins agianst a marine he is usualy severly damaged. I would like to give skulks the possiblit of a more offencive role early on by giving them a small amount of health regen on a kill.
this would allow skulks to fight with marines by charging and if successful would give them a way to regain their hp by ambushing.
A skulk and a marine square off
the marine quikly parishes but before dying reduces the skulk to 10 hp 0 ap
the skulk then gets his 5 hp every second for a total of 25 regen. this skulk can now ambush marines to regain his hp or he can return to the hive.
AND IT DOES STACK so if a skulk rapes 3 marines in a row hes now getting 3 separate 25 hp regens for 75 hp.
before hand skulk had to return all the way back to the hive for any kind of health but with this implemented it gives offencive skulks a effectve way to regain health for a job wwell done.
DISCUSS.
Comments
Of course, this can always use some tweaking. For example, 5HP/second seems like a small enough amount to not effect multi-marine combat, which I see as a good thing (we don't want the single skulk to have an easy time taking out three marines, do we?). Also, another factor would be the regeneration noise: should it be played, or should it be masked to allow the skulk to more easily hide while recouperating?
Again, I really like this idea.
If it isn't, then I approve this idea. I mean, a commander can drop meds to instantly heal, but the skulk has to go back to the hive.
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All this upgrade does is allow the alien to stay away from the hive longer without making it stronger in combat, sort of like rines and medpacks.
It's not the DMS breaker. DCs are needed sorely for higher lifeforms when a fade or onos is around. There will be a time when skulks get overpowered through turrets, shotguns or lmgs, when the higher lifeforms come in without the insurance of DCs, they will be screwed.
I suggested a similar idea a long time ago. Each attack of the skulks AND lerk gives bonus hp back to the user so long as each attack hits a marine player, not a building. This way it beefs the lower classes and eating flesh seems like it would heal the player.
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Two Turrets Up!
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This is sort of like the skulk EATING the marines. Just like the onos devours and gets regen.
This is a good idea. But, I think it should work this way for all aliens. It should be a built-in 10% health/second -1% for the lifeform # that your are.
So, a skulk would get 9%/second regen, while an onos would get a 6%/second regen. This would balance it more.
Thumbs up for less DC dependence.