Silence Could Give A Backstab Bonus.
Bigrick
Join Date: 2002-11-01 Member: 3750Members
I know there have been other discussions on how to make silence better but I dont know if this idea has been posted so anyway i think it would be very useful and even logical that silence gives a backstab bonus like double damage or something. I can personally say that I've been playing NS since day 1 and have only used silence once, its not that it terrible it just cant compare to adren or speed.
Comments
The only problem I can see with this is that you also have to simulate the surprize factor. In the games I mentioned above where stealth is encouraged, you'd only get the damage bonus if 2 conditions were met:
1. The attack was from behind
2. The enemy wasn't "aware" of your presence; i.e. alarms hadn't been triggered, they were just patrolling normally
If you just have a damage bonus for attacks to the rear, skulk players will learn to use their speed advantage [edit]<i>by advantage I mean a skulk is by nature faster than a marine; I'm talking about them having silence, not celerity. Only silence should give the bonus being spoken about</i>[/edit]to circle-strafe a marine and get him from behind despite the marine knowing full well of his presence. With the damage for bite being what it is, 2 bites usually sends the remains of an un-upgraded jarhead back to his parents in a plastic baggie. Doubling the damage will have players screaming about 1-hit kills.
Thus the damage bonus must come not only from the attack being to the marine's rear, but also must somehow take into consideration that the marine has not had that skulk in his field of vision for a "to-be-determined-through-playtesting" amount of time.
Ive used speed once or twice to see its effects and usability, but i failed to see any changes by using it. I dont know what speed does in other words, it certainly doesnt seem like it speeds me up in any way. Maybe if someone could clue me in here, much apreciated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Make silence completely negate Motion Tracking.
Realistic? No. But its the only way the ability will ever be used.
Also you need at least one hive to to use any movement enhancements... but defense is better which is probably why you have never had speed as your first upgrade. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That's a gorge that will be kicked out of the game ASAP.
Not really. If the aliens are blitzing the second hive, you can afford to go without def for a while. It's not even all that risky at other times, since it's only LMGs and shotties you have to worry about early on.
Marines should also have a 'knitting' option, where they can knit their very own HA 1!1!1!1!!!!!!H4X
..
You do get a damage bonus with silence when hitting someone from the back - you get to hit them more because they didn't hear you coming. -_-
I also think it would be cool to "feed" off corpses to get energy like in Vamp Slayer, but that's another story.
Was thinking just that, make it so you could play a stealth alien, instead of one with some useless upgrades. Maybe that'd shift it so that sensory and movement would be almost near as useful as movement and defense.
If they can stay fully cloaked standing still, why not only partially cloaked moving around?
Either that, or there needs to be some way to negate the effects of motion tracking.
May be overpowering, but it would sure as hell freak out a lotta marines.
Was thinking just that, make it so you could play a stealth alien, instead of one with some useless upgrades. Maybe that'd shift it so that sensory and movement would be almost near as useful as movement and defense.
If they can stay fully cloaked standing still, why not only partially cloaked moving around?
Either that, or there needs to be some way to negate the effects of motion tracking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Did people even read the manual?
I mean really, you're a forum member. If you're gonna discuss the game read about the storyline <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
On another note, the marine will turn around to shoot the sulk but if the sulk has good aim (yes melee attacks do still require aim) he will kill the marine before he turns around, those chomps come quickly. If the marine jumps then the sulk can jump too . <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I find it better to have the carapace/cerelity (sp?) combo. Especially when you jump into a crowd of 3-4 marines are they are shooting everywhere like crazy just to hit you. In my experience it has led to several multi-kills. Silence in my opinion is useless, the best surprise attacks are dropping down or popping right around the corner as a skulk. As close range and speed are your friend.
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