Whips

assbdaassbda Join Date: 2011-05-02 Member: 96737Members
<div class="IPBDescription">Charlie needs an idea?</div>with the "something needs to be done to make whips useful"

what if whips just paralyzed who ever it hits for 5 - 10 seconds.

If thats to much then what if it just renders the target unconscious and they fall over

OR my favorite one. It causes massive concussion to the target- their crosshairs start swinging all over the place (much like the conc grenades back in tfc that the scouts and medics used) But with a added blur effect perhaps, i dunno.

Possibly give them more armor and allow them to swing at marines while theyre uprooted aswell so alien coms can send them in with a group of players
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Comments

  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    I like the concussion idea, the others are too annoying or abusable. (example: several whips with stun too keep them perma-stunned)
    this together with a shorter time to attack so it's not so easy to just peek, shoot and get back.
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    edited July 2011
    <!--quoteo(post=1860312:date=Jul 13 2011, 10:20 PM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jul 13 2011, 10:20 PM) <a href="index.php?act=findpost&pid=1860312"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the others are too annoying or abusable. (example: several whips with stun too keep them perma-stunned)<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah i also thought about it that way, but a bigger picture would reveal that it just reinforces the team play marines need to use and theyle need to jump in and save the day for the unfortunate victim. Thus the solo marine is as good as dead.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    edited July 2011
    that's true, I would like to test some of the changes with a mod or something and see what works and what doesn't.

    edit: I can see that the hydra and whip would complement each other well with stun.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    whip should be just support building as is now (for defense purpose only), to little bit slower the marines rush.
    Together with shade will be 2 or 3 in group very deadly and sneaky.
    .. stay tuned for bombard attack, and then ask for more :)

    For killing marines you have another thinks like .. ehmmm ... skulks/fades/hydras :)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Snare/root and slowing effects are a lot less frustrating than stunning (which removes all control from the victim) in general.

    I agree that Whips are not very effective currently. They cannot touch Marines further away than 6 range, and they are not deadly enough up close.

    Hence I'd like to see a strong slowing effect on the Whip's attack (40+%), so a Marine will likely take 2-3 hits when trying to rush past a Whip.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    Yeah, a player slowing and/or concussive visual effect, and the ability for it to attack while moving, I would say that would equate to the usefulness of a crag; which is so damn useful.

    I have a few reasons:
    *the whip seems useless on most wide open maps, the fact that it needs to be stationary to be effective makes it worse at defending then a lone hydra, there are barely any effective areas it can defend.
    *most of the time whips are used for research purposes <i>only.</i> seems strange since their model seems to fit another purpose.
    *I think it wouldn't be op, since the thing is as slow as molasses, and can easily be taken out from afar.
    *crags will be even more powerful when babblers are implemented, but the same could be said with bombard.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Just need to do something to prevent them from being 'edged', and maybe increase their damage. That way you can drop them to the side of a doorway and they'll do a good job of blocking marines from getting past unless the come as a group.
  • jergodzjergodz Join Date: 2011-05-20 Member: 99745Members
    Whips should knock players over preventing them from rushing past and making em easy skulk chow.. :D
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited July 2011
    How about the regular whips curl up on the ground when marines are out of range, so they can't get sniped as easily.

    And give mature whips it's acid balls as a ranged attack, filling an offense chamber like role. But still having bombard as it's targeted ability so you can target an area where you want it to keep splashing acid at.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    The concussion idea has some nice possibilities. Gonna mull it over, maybe post a more full fledged idea about it later. Credit back to this post for the idea of course.

    Not a big fan of the knockdown/out versions. Way to punishing of a hit for what a whips gameplay purpose is currently, imo.
  • the_white_omegathe_white_omega Join Date: 2002-12-15 Member: 10888Members
    For the concussion idea.....why not just have the hit redirect the aiming reticule in a random direction on both the x and y axis.

    This would mean that the Marine player would have to spend valuable time redirecting his aim.
  • Navi491Navi491 Join Date: 2011-07-10 Member: 109557Members
    How about a way to make whips more useful would be to give the whips a projectile attack it can use to attack enemies from a distance and when they get within the currently set whipping distance it switches to default whip attack. Projectile's attack damage would be significantly lower than the whips melee damage, but enough damage to fend off a single marine. Also i agree with above poster that whips should indeed have ability to severely slow down marines once they are hit, because as is it is EXTREMELY easy for marines to outrun a whip when they are within its attacking radius.

    Another possible idea is provide alien commander with ability to build Hydras for projectile attack and keep whips as close quarters attack/defense structure. This would allow the alien commander to mix up how he/she decides to defend a location and would in a sense make whips more useful as they could protect the hydras from close quarters attacks or marines trying to snipe them from around a corner.

    Providing alien commander with hydras would seem like best fix as it allows commander to lock down a hive much more efficiently like marines can lock down hives with turrets. Gorges can build hydras, but lets be honest....how often can you as an alien commander seriously expect 1-2 teammates to gorge and drop hydras to lock down a hive. The commander should be able to do it just as Marine commander can drop turrets.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Whips could be effective with their current melee range if they passively cloaked while idle. This makes Scanner Sweep support for Marine squads vital as a cluster of Whips could be hiding in plain sight, waiting for their prey to wander into range.

    Let damage from Marine weapons and attacking enemies reveal Whips for a few seconds, as well as remain visible when moving while uprooted (researching upgrades and upgrading to Mature Whip, too?)
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    what if multiple adjacent whips could be set to defensive mode and... tie/tangle themselves together to create an armored 'wall' or barrier of sorts that would have no offensive capability while in this mode, but could be used to block/slow marine advance into a hive for example.

    you would need say a minimum of 3-4 whips to activate this ability, however if marines manage to destroy one of the whips in the wall the remaining whips disengage and return to offense mode.

    jetpacks could simply fly over... thus walls force marines to go down jetpack tech path?

    would have to be offset somehow, say with res cost, to prevent abuse, but could be an answer to marines ability to weld doors..?


    BAM!
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1860497:date=Jul 13 2011, 07:22 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jul 13 2011, 07:22 PM) <a href="index.php?act=findpost&pid=1860497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips could be effective with their current melee range if they passively cloaked while idle. This makes Scanner Sweep support for Marine squads vital as a cluster of Whips could be hiding in plain sight, waiting for their prey to wander into range.

    Let damage from Marine weapons and attacking enemies reveal Whips for a few seconds, as well as remain visible when moving while uprooted (researching upgrades and upgrading to Mature Whip, too?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would be mean as hell. I honestly think they should stay cloaked while moving, but reappear if bumped into or if they attack.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1860516:date=Jul 14 2011, 12:57 AM:name=MotherGoose)--><div class='quotetop'>QUOTE (MotherGoose @ Jul 14 2011, 12:57 AM) <a href="index.php?act=findpost&pid=1860516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what if multiple adjacent whips could be set to defensive mode and... tie/tangle themselves together to create an armored 'wall' or barrier of sorts that would have no offensive capability while in this mode, but could be used to block/slow marine advance into a hive for example.

    you would need say a minimum of 3-4 whips to activate this ability, however if marines manage to destroy one of the whips in the wall the remaining whips disengage and return to offense mode.

    jetpacks could simply fly over... thus walls force marines to go down jetpack tech path?

    would have to be offset somehow, say with res cost, to prevent abuse, but could be an answer to marines ability to weld doors..?


    BAM!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thing the alien "door wielding" will be taken care of by DI in the future. DI clogs up the corridor and has to be flamed away.
    could have both though.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    An option in their upgrade menu to select a different role for the whip. where it snatched people and held them. like the smoker in L4D.

    2 Whips together one snatching a marine holding him while the other whips beating him to death.

    Well timed melee could get you out of it. Or a team mate simply melees you out of its grip.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited July 2011
    you got some ideas here, but i have one much simplier and uwe maybe likes it.

    i was thinking about, what actually is the weak point of the whip? well, its clearly
    range damage :P

    so i remembered about some blog post in summer last year, were charlie was writing
    about <a href="http://www.unknownworlds.com/ns2/news/2010/6/damage_types_in_ns2" target="_blank">Damage Types in NS2</a>, and this brought me to a simple solution:
    <!--coloro:#483D8B--><span style="color:#483D8B"><!--/coloro--><b>
    make the whip absorb about 80% of the damage done by any projectile weapon.</b><!--colorc--></span><!--/colorc--> this seems
    alot at first glance, but you should keep in mind that whips only deal damage if the marine
    is close enough, which you can easily avoid, and you still could kill that thing with flame, explosive or
    melee damage like any other structure.

    what would be the result about that?

    commanders dont have to "hide" the whip at sneaky positions (which barely exist and cause headache to
    find) but can place them more aggressive, just directly in the middle of a hallway. this would definitely
    make whips much more useful, they will deal damage against marines who want to rush in, or otherwise
    delay them alot if they gonna take them down.

    think about it
  • SpinSpin Join Date: 2011-03-31 Member: 89886Members
    The thing about whips is that marines are always going to be able to counter them in the current state since they are melee and marines are all ranged. I think simply having the shade would help since it would hide the whip's presence. Bombard should also help. If those things weren't in the pipeline, a few things could be done. They could curl up to be less noticeable when they are not attacking something as IeptBarakat suggested. Allowing them to be placed on ceilings and walls would allow for more diversity since marines wouldn't only have to look on the ground. Maybe they could be planted into the floor and spring up whenever a marine steps on the trigger (think of a cartoon character stepping on a rake), but still slightly visible due to the glowing yellow things on its base (which could be the trigger).
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1861395:date=Jul 18 2011, 09:46 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jul 18 2011, 09:46 AM) <a href="index.php?act=findpost&pid=1861395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#483D8B--><span style="color:#483D8B"><!--/coloro--><b>
    make the whip absorb about 80% of the damage done by any projectile weapon.</b><!--colorc--></span><!--/colorc--> this seems
    alot at first glance, but you should keep in mind that whips only deal damage if the marine
    is close enough, which you can easily avoid, and you still could kill that thing with flame, explosive or
    melee damage like any other structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This sounds conceptually identical to Umbra, with tweaked values, which gives credence to my own idea of moving one ability from each chamber (Fury, Umbra, Cloak, Energize) to the Hives, and allowing them to be cast on their originating structures or on any structure connected to that Hive via Infestation.

    i.e. A Crag Hive could cast Fury, Umbra, Cloak or Energize on any structure connected to it, and can cast Umbra on ANY Crag regardless of it's connection to the Crag Hive.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    except that an "umbraed" whip would be invincible to projectile weapons :P

    the only thing to take into consideration would be, to adjust some effects / sounds when the whip
    gets hit by projectile weapon, so that players understand that they do almost no damage
    on that whip (recoil, deflect sound, bullets dont pass the armor of the whip, which is already visual
    present on the model), otherwise it would be frustrating for new players
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1861551:date=Jul 19 2011, 04:23 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jul 19 2011, 04:23 AM) <a href="index.php?act=findpost&pid=1861551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->except that an "umbraed" whip would be invincible to projectile weapons :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Which isn't much different than an 80% damage absorption, save that Umbra runs on an expiring timer, requires Energy, and explicit activation :)

    I agree about the need for more feedback. I recall there being a block comment in one of the Lua files describing the plans for some damage feedback system, wherein players will either spurt blood or shed chips of armor or sparks or something similar when damaged to indicate whether a player is still Armored or not.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    <!--quoteo(post=1861395:date=Jul 18 2011, 06:46 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jul 18 2011, 06:46 AM) <a href="index.php?act=findpost&pid=1861395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so i remembered about some blog post in summer last year, were charlie was writing
    about <a href="http://www.unknownworlds.com/ns2/news/2010/6/damage_types_in_ns2" target="_blank">Damage Types in NS2</a>, and this brought me to a simple solution:
    <!--coloro:#483D8B--><span style="color:#483D8B"><!--/coloro--><b>
    make the whip absorb about 80% of the damage done by any projectile weapon.</b><!--colorc--></span><!--/colorc--> this seems
    alot at first glance, but you should keep in mind that whips only deal damage if the marine
    is close enough, which you can easily avoid, and you still could kill that thing with flame, explosive or
    melee damage like any other structure.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had an idea similar to that. The main idea is to make Whips less reliant on other chambers for survival.

    <!--quoteo(post=1860009:date=Jul 12 2011, 03:17 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jul 12 2011, 03:17 AM) <a href="index.php?act=findpost&pid=1860009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...

    Whips have a lot of potential. They look cool, can hit all enemies in its arm's reach, and are mobile. Number-wise, they could use a lot of buffs.

    Fury's effect radius is way too small, and its duration is too short, severely limiting Fury's usefulness. Whips lack the health, two Marines can kill a Whip in 5 seconds while remaining out of its reach. <u>Perhaps Whips could gain a defensive stance, which reduces the damage it receives, but renders it unable to attack?</u>

    ...<!--QuoteEnd--></div><!--QuoteEEnd-->

    On second thought, Hydras and alien tech structures (Whip, Crag, Shade and Shift) seem to have a lot of potential synergy together. A simple HP boost for all alien tech structures might be sufficient. They're just too fragile right now.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hp boost seems like the easiest solution, but we had that already (during alpha).
    all alien structures (as i remember) had much more hp than now, which made killing
    structures very frustrating as marines, so they got reduced.

    my idea about the 80% projectile resistance came actually from the whips design. it looks
    somehow heavy armored, although not armored enough to resist heat (flame thrower) or
    heavy explosions. if you have 80% dmg absorb as base line + umbra, whips would
    be almost unkillable by range weapons, what i think would be the key for whips to become
    useful. please put some more thoughts in it what potential side effects such change would
    have: the intention is not to make the whip over powered, as it seems in first place, which
    they would not be anyway (no range attacks vs players), but the commander could
    place them as obstacles in the way, instead of hiding around corners or even directly at the
    frontline, which will be necessary if you want whips as siege weapons later on.

    as all alien structures, whips will die without infestation, so the easiest way to kill them would
    be to simply kill the cyst or take a GL / ARC with you (the fast solution :P ).

    i can see the following game play could occur: aliens build whips, somewhere on the way
    to a hive / upcoming hive. marines are pushing forward, to deny that hive (well, up to this point
    build 180 is the same). now, instead of simply overrunning the whips or rushing in the hive before any alien could react, the marines need to shoot them down in a group (if there is a larger amount of
    whips) to do that in a reasonable amount of time, and to overcome gorge heal they need
    GLs / ARCs. so, whats the target now of the marines?

    kill the hive, therefor clear the way (kill whips), therefor kill the gorge and or cysts or cover the own artillerie

    the aliens goals: defend the hive, therefor secure the area (with whips and gorge), therefor support the gorges and focus attacks on enemy artillerie if there are any.

    for me, this gameplay is already quite deep. the only thing whats missing is a mechanic that makes
    the marines want to see the whips destroyed instead of ignoring them and just rushing by. that
    can be done by slow on hit (i know, not very innovative idea!) and just by
    some clever placement and some teamplay: grow whips in places where they are obstructing marines
    path but allow aliens to ambush from close by, place always a crag close to hive point (for umbra, so shooting
    the hive from big range isnt very effectful). in combination with slow on hit, whips would be excellent at
    SECURING areas, in controverse to the hydras task: support dps, somewhat a glas cannon once marines
    have proper weapons and upgrades

    now, think about this idea once again please and which possible game play scenarios could arise and if
    you would like them :)


    <i><!--coloro:#708090--><span style="color:#708090"><!--/coloro-->side note:
    i've seen some interesting gameplay in Global Agenda (some of you might know it, free2play avaiable on steam). there are 4 classes, one of them is able to place turrets, heal stations, sensor stations etc. so,
    to take down a robotic (thats the name of the "builder" class) you need to destroy his medstation. to destroy
    the medstation, you need massive firepower, because his repairing capabilities are really high. so the gameplay was like:

    destroy the turret (its damage is MASSIVE in that game), therefor kill the robotic (turret being repaired is unkillable with standard weapons), therefor destroy the medstation (weakest structure, possible to over-dps the robotics repair).

    its quite similar to what i described above for ns2 (in sense of such main goal can be achieved best by achieving series of sub goals), and that kind of gameplay i completely enjoyed. you could
    not just simply shoot around like crazy (and being maybe useless), you had to <u>think</u> about what you have to shoot to have the biggest impact. similar concept rendered on all classes in that game aswell, but thats too much to sum up now<!--colorc--></span><!--/colorc--></i>
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I'd like to see whips knockback the marine.

    An alternative would be to mess up their aim. This could be done by either making the gun shoot not as precisely for a bit, or by rotating them somewhat, so that they have to re-aim.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    @Schimmel: I see your point. Marines would have to kill the Whips first to push past alien defenses. Having a "shield wall" of Whips would look really cool. A knockback attack on the Whip would reinforce that idea.

    Whips would also become tougher, independent of other structures, and fill the role of mobile siege weapons.
    <a href="http://imageshack.us/photo/my-images/155/ns22011072116165105.jpg/" target="_blank"><img src="http://img155.imageshack.us/img155/5200/ns22011072116165105.th.jpg" border="0" class="linked-image" /></a>
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i had a similar picture in my head
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    The Mature Whip could grow 3 smaler Tentacles that have a little Bag on the end filled with bacteriaconcentrate.
    It can slash those bags at the Marines dealing a big DMG on armor only.
    Each bag hast to grow again (like 5 seconds).

    Hope you know what i mean.

    Greetings
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1862113:date=Jul 21 2011, 02:16 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jul 21 2011, 02:16 AM) <a href="index.php?act=findpost&pid=1862113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Schimmel: I see your point. Marines would have to kill the Whips first to push past alien defenses. Having a "shield wall" of Whips would look really cool. A knockback attack on the Whip would reinforce that idea.

    Whips would also become tougher, independent of other structures, and fill the role of mobile siege weapons.
    <a href="http://imageshack.us/photo/my-images/155/ns22011072116165105.jpg/" target="_blank"><img src="http://img155.imageshack.us/img155/5200/ns22011072116165105.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm down with Whip Wall becoming a colloquialism!

    Maybe we could just reduce the cost of Whips to facilitate whip walls?
  • NilarNilar Join Date: 2010-06-14 Member: 72058Members
    A partial solution to making the Whip more useful/more dangerous could be something as simple as allowing the Whips to counterattack a Marine that's within range, but out of sight - ie. counterattacking a Marine that's shooting it from behind a corner.
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