Skulks too big?
Milkman128
Join Date: 2009-10-31 Member: 69204Members
<div class="IPBDescription">mini onos</div>looking at the screen shots I think it looks great and definitely creates a good atmosphere. But what I first noticed is a significant game mechanic change is the skulks size. A faster smaller weaker unit vs the larger stronger unit with ranged attack really helped with the feel of the aliens swarming like locusts. It also made skulks coordinate attacks.
In the screens the skulks look huge hence much easier to shoot so their HP needs to be boosted to be able to be as effective as in the original. I rather not have mini onos but rather a fast weak strong attack unit.
What does everyone else think
Are skulks too big?
Is this a critical change in the game mechanics?
In the screens the skulks look huge hence much easier to shoot so their HP needs to be boosted to be able to be as effective as in the original. I rather not have mini onos but rather a fast weak strong attack unit.
What does everyone else think
Are skulks too big?
Is this a critical change in the game mechanics?
Comments
I think it adds to the scare factor. I say keep it until we know how it plays in-game.
In the screens the skulks look huge hence much easier to shoot so their HP needs to be boosted to be able to be as effective as in the original. I rather not have mini onos but rather a fast weak strong attack unit.
What does everyone else think
Are skulks too big?
Is this a critical change in the game mechanics?<!--QuoteEnd--></div><!--QuoteEEnd-->
they were to small for ns1 so i think they look the right size now i can shoot them with out them going as a blur
A different approach to map design with the new skulks in mind would surely change that
The game will seem more action packed.. won't feel like you are fighting a bunch of cats on steroids anymore.
Also the LMG is kinda oversized in the screenshot.
<img src="http://img257.imageshack.us/img257/9021/ns2marinehallway3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
A unique part of NS 1 is the completely different play styles for each side.
If aliens are still meant to be fast and sneaky The original images couldn't work. Sensory chamber cloaking would be pointless, a quick spray by a marine and TA DA found the skulk. Getting 2-3 skulks to do a simultaneous sneak attack from a vent wouldn't be possible either. In general it would be difficult to swarm the marines as the hallways would fit an equal # of marines & skulks, I much prefer to overwhelm marines with numbers it really gives you the feel of fighting an alien invasion.
dont make him smaller.
Why are you all scared so much, about such stupid things like:
- hes easier to hit.
- or fewer hiding spots.
We dont even know if there is recoil or how fast the skulk is,how.
much dmg the lmg does or how much hp the skulk has.
pls guys. Just wait for the game.
Kisle.
Also, resizing a rigged/skinned/animated character model is a horribly annoying process in most 3d graphics software.
Also, resizing a rigged/skinned/animated character model is a horribly annoying process in most 3d graphics software.<!--QuoteEnd--></div><!--QuoteEEnd-->
So they shouldn't even consider it because its hard and requires them to *god forbid* work on the game? :P
The part about rescaling models is just an interesting tidbit that those of us who aren't familiar with 3d graphics development might find interesting.
if i look at the room height and alien sizes it feels kinda small at least :B