SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1862320:date=Jul 22 2011, 02:24 AM:name=Nilar)--><div class='quotetop'>QUOTE (Nilar @ Jul 22 2011, 02:24 AM) <a href="index.php?act=findpost&pid=1862320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
that will not solve the problem, since the problem is the whips range and that its going down without being useful at all. its not even delaying the marines enough, it goes down too fast and marines can always decide to just pass by :(
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A knockback attack on the Whip would reinforce that idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
i was thinking about this more in depth, after playing alot alien and alien comm yesterday (finally got my hands on build 180!!). i did not change my opinion about the whip needs to be much tougher (with the method a few posts above), but the knockback may be over the top. if uwe removes slow on hit now on 180, what i think they're going to do, whips could still apply the slow as solely unit in the game, making it a feature only the whips have. they should NOT be able to slow down exosuits. about jet packs im unsure, but definitely JPs should be able to stay in the air and preserve some of their momentum to not fall down.
but i might be wrong, whips maybe dont need the slow or any other effect if you give them this toughness. they still gonna have bombard and fury, so their effectiveness scales with the skill of the alien commander(s) and they may be strong enough with that.
i might try to code it in myself to test it, shouldn't be too difficult (asuming here that the distinction of damage types can be easy done) and adjust the effects (recoil visual and audial)
That they go down too quickly is an easy enough fix - just increase health and/or armor.
I was under the impression that Gorges would be getting the Web from NS1? If so, that would solve the problem that Marines can just run past the Whip - teamplay between Gorge and Commander could make Marines get stuck in range of Whips.
Otherwise I guess the most obvious solution would be to make sure that the Bombard ability is good at taking out Marines at range (would be especially funny if combined with my idea above :)).
Comments
that will not solve the problem, since the problem is the whips range and that its going down without being useful at all. its not even delaying the marines
enough, it goes down too fast and marines can always decide to just pass by :(
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A knockback attack on the Whip would reinforce that idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
i was thinking about this more in depth, after playing alot alien and alien comm yesterday (finally got my hands on build 180!!).
i did not change my opinion about the whip needs to be much tougher (with the method a few posts above), but the knockback
may be over the top. if uwe removes slow on hit now on 180, what i think they're going to do, whips could still apply the slow
as solely unit in the game, making it a feature only the whips have. they should NOT be able to slow down exosuits. about jet packs
im unsure, but definitely JPs should be able to stay in the air and preserve some of their momentum to not fall down.
but i might be wrong, whips maybe dont need the slow or any other effect if you give them this toughness. they still gonna have bombard and
fury, so their effectiveness scales with the skill of the alien commander(s) and they may be strong enough with that.
i might try to code it in myself to test it, shouldn't be too difficult (asuming here that the distinction of damage types can be easy done) and
adjust the effects (recoil visual and audial)
I was under the impression that Gorges would be getting the Web from NS1? If so, that would solve the problem that Marines can just run past the Whip - teamplay between Gorge and Commander could make Marines get stuck in range of Whips.
Otherwise I guess the most obvious solution would be to make sure that the Bombard ability is good at taking out Marines at range (would be especially funny if combined with my idea above :)).