Idea's for the Shotgun ALT Attack?

124

Comments

  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited August 2011
    Flare, ehh....

    Not sure how necessary it would be though considering rines have flashlights.

    EDIT: Honestly though, shotguns shouldn't have a secondary function. It just needs a slight dmg boost and we're good to go.
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    edited August 2011
    <!--quoteo(post=1867464:date=Aug 9 2011, 05:47 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 9 2011, 05:47 AM) <a href="index.php?act=findpost&pid=1867464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In your opinion.

    The fact is alien vision is a buff. A small one, but one none-the-less. It may or may not need to be addressed, but I personally think there should be something that makes aliens not use alien vision all the time, other than inexperience.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is something that may make people not want to use it, oh how about not wanting to stare at a green/yellow screen for 10 or 20 seconds.
    The way i see it is youre trying to take away something unique away from the aliens, wtf is wrong with you?

    I mean this is what natural selection is all about- evolution, the greater species wins.
    Technically speaking marines wouldent have any idea about this 'alien vision', so why the hell should something be implemented to counter them using it?
  • dobsdobs Join Date: 2011-08-04 Member: 114164Members
    <!--quoteo(post=1868004:date=Aug 10 2011, 01:13 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 10 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1868004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is something that may make people not want to use it, oh how about not wanting to stare at a green/yellow screen for 10 or 20 seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Players trying to play good will not mind that. See configs for FPS games...

    <!--quoteo(post=1868004:date=Aug 10 2011, 01:13 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 10 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1868004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The way i see it is youre trying to take away something unique away from the aliens, wtf is wrong with you?<!--QuoteEnd--></div><!--QuoteEEnd-->
    No hes just trying to balance it. It's simple: give the aliens something, give the marines something.

    <!--quoteo(post=1868004:date=Aug 10 2011, 01:13 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 10 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1868004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I mean this is what natural selection is all about- evolution, the greater species wins.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well games are about beeing balanced and both races should be equally fun and diverse to play.

    <!--quoteo(post=1868004:date=Aug 10 2011, 01:13 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ Aug 10 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1868004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technically speaking marines wouldent have any idea about this 'alien vision', so why the hell should something be implemented to counter them using it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I guess Marines have been in combat with Aliens for quite some time now. By now i guess some of their scientists took one of those things apart to find out how to counter them.

    After all nothing of that really matters. It should just be balanced. Blinding enemies for a short while would be fun imo. As Aliens already have a few ways to "blind" marines. With the blink fade and now the shade.
    Just saying, adding something to counter the alien vision advantage a bit would be fun, on the other hand a different sight advantage on the marine side would be fun as well.

    Like Motion Sight or Heat sight: Imagine seeing traces of recently moved aliens... wouldnt that be awesome? :D
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    edited August 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I almost missed out on this gem! I think the double barrel could easily be worked into this design that would incorporate a secondary fire shell (Flare in my case).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think Cory has mentioned redoing model work becomes a timely process and it's something they'd rather not change on a whim or if they have to. The double barrel idea is neat -- an over/under style (side by side would look a little old fashioned, haha). I don't see double barrel happening unless they drastically change the front end of the model.

    Just in case -- you do realize the tube below the barrel is for storing loaded shells, right? I've come across people thinking this was a barrel before D: This is also one of the reasons I don't like the way the shotgun loads -- from the top. It doesn't make much sense to me on how the shells are stored in the gun. I wouldn't mind if that motorized/pneumatic loading wedge/piece was on the bottom. It's very neat -- I just think it's in the wrong place.

    Speaking of double-barrel, the shotgun in Half-Life was a single pump-action looking model -- it could still fire two shells at once for some reason, though.

    Some of the ideas here are pretty over-the-top. Flares sound neat but should be something altogether seperate from a weapon, if considered. I don't mind the idea of the melee, slug round, or double shot. I wouldn't mind the ammo being reduced back to 6 shots, either (or is it at 6 again? I thought they went 8.)
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Thanks dobs, I like how you get it. Maybe there isn't something "wrong with me". :p
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    my question is why does it only have to be a flare can it not be any other things like gas grenades or something else along those lines and why a launcher we already have a launcher that attaches to the rifle. why not have hand grenades and have a flare or flashbang as an option that we can choose from among other grenades. as in ns1 we had hand grenades. im not saying that this is a bad idea but think of what the options for this kind of launcher is irl.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--quoteo(post=1867461:date=Aug 8 2011, 12:40 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 8 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1867461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since we are repeating ourselves, i would like to see a phosphorus flare that glows blueish. Illuminating slightly but revealing stealth units in a set radius. Limit of shells would be only 2-3.

    There is nothing wrong with Alien Vision and it isnt OP.

    Secondly i dont like the blinding idea. Lasts too long and would just make the shotgun the only gun of choice. You could blind aliens in there tight halls, then (since they're blind) get into optimal range. OP in anyone's opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->


    +1

    I think this would be a great feature for the Marines, not to mention with the lighting system in NS2, the dynamic light effects that would be given off by a Flare or 3 in a dark room would look amazing!
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868121:date=Aug 10 2011, 12:34 PM:name=Majin)--><div class='quotetop'>QUOTE (Majin @ Aug 10 2011, 12:34 PM) <a href="index.php?act=findpost&pid=1868121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1

    I think this would be a great feature for the Marines, not to mention with the lighting system in NS2, the dynamic light effects that would be given off by a Flare or 3 in a dark room would look amazing!<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 Agreed!

    The same way the Shade has the capabilities of distorting the Marines view/sound, I think the same can go for the Flare concept. This would cause the Alien View to become over saturated and distorted (Alien View should not work with bright entities [such as lighting] ). It will also cause a "sparkler" type of sound that will cause Aliens to hesitate with approaching the Flare (Similar to how the Marines are hesitant to approach an area where the Shade distorting effect is active).
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1868126:date=Aug 10 2011, 10:45 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 10 2011, 10:45 AM) <a href="index.php?act=findpost&pid=1868126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 Agreed!

    The same way the Shade has the capabilities of distorting the Marines view/sound, I think the same can go for the Flare concept. This would cause the Alien View to become over saturated and distorted (Alien View should not work with bright entities [such as lighting] ). It will also cause a "sparkler" type of sound that will cause Aliens to hesitate with approaching the Flare (Similar to how the Marines are hesitant to approach an area where the Shade distorting effect is active).<!--QuoteEnd--></div><!--QuoteEEnd-->

    My flare has nothing to do with altering the alien view. Only illuminating and revealing stealth. He linked mine =D Not your flashbang flare =)
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited August 2011
    <!--quoteo(post=1868139:date=Aug 10 2011, 01:09 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 10 2011, 01:09 PM) <a href="index.php?act=findpost&pid=1868139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My flare has nothing to do with altering the alien view. Only illuminating and revealing stealth. He linked mine =D Not your flashbang flare =)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was agreeing with his comment regarding the lighting effects...

    Stop trolling me weirdo, if you want a taste of my <b>chocolate </b>tootsie pop, just ask...
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Dont you know trolls love candy... Not trolling you, just your idea which i find offensive to my gamer nature =D
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    edited August 2011
    I think flares are the best idea because currently flashlights are only short range lighting solutions. A flare could light up a large ish area for a period of time without endangering the marine with close quarters searching.
    Edit:No blinding/stunning, just light.

    Alternatively: some kind of tracking dart like the skulk's parasite.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    my idea for alt attack:

    deals not so much direct damage, lower ROF (= difficult to hit), but if you hit a target, it will receive 33% more damage (not stackable) during the next 5 seconds. so, for 1on1 situations, it's not a good idea to use that alt attack. Also in close range its easier to miss the target (you have to hit directly). but in groups: very effective. it would also be not very wise if a group of shotgun marines use only the alt attack. (they would not deal enough direct damage)
    the damage per shot could be something like 1/3 of the primary attack

    more in detail:
    you fire the bullet (not hit scan), after few meters it detonates and flechette projectiles (those are hit scan) will shoot in a cone. blue-ish effect (projectile and flechette projectiles)

    the initial bullet can bounce of walls, but "detonates" on direct contact (dealing 100% of damage in this case), otherwise after 6 - 10 meters it detonates because of a timer. if the angle to a wall (speed of projectile too low) is too sharp, it detonates as well

    the initial bullet leaves for a short time a blue-ish trail in the air (rail gun like), and in all cases (except of direct targetHit) releases the flechette projectiles.

    <div align='center'>
    <img src="http://image.guardian.co.uk/sys-images/Guardian/Pix/maps_and_graphs/2008/04/17/FLECHETTE.gif" border="0" class="linked-image" />
    image © www.guardian.co.uk
    </div>
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868311:date=Aug 11 2011, 05:01 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 11 2011, 05:01 AM) <a href="index.php?act=findpost&pid=1868311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->my idea for alt attack:

    deals not so much direct damage, lower ROF (= difficult to hit), but if you hit a target, it will receive 33% more damage (not stackable) during the next 5 seconds. so, for 1on1 situations, it's not a good idea to use that alt attack. Also in close range its easier to miss the target (you have to hit directly). but in groups: very effective. it would also be not very wise if a group of shotgun marines use only the alt attack. (they would not deal enough direct damage)
    the damage per shot could be something like 1/3 of the primary attack

    more in detail:
    you fire the bullet (not hit scan), after few meters it detonates and flechette projectiles (those are hit scan) will shoot in a cone. blue-ish effect (projectile and flechette projectiles)

    the initial bullet can bounce of walls, but "detonates" on direct contact (dealing 100% of damage in this case), otherwise after 6 - 10 meters it detonates because of a timer. if the angle to a wall (speed of projectile too low) is too sharp, it detonates as well

    the initial bullet leaves for a short time a blue-ish trail in the air (rail gun like), and in all cases (except of direct targetHit) releases the flechette projectiles.

    <div align='center'>
    <img src="http://image.guardian.co.uk/sys-images/Guardian/Pix/maps_and_graphs/2008/04/17/FLECHETTE.gif" border="0" class="linked-image" />
    image © www.guardian.co.uk
    </div><!--QuoteEnd--></div><!--QuoteEEnd-->
    That looks badass and extremely painfulllll!
  • PawndemoniumPawndemonium Join Date: 2010-07-24 Member: 72725Members
    I'd go with Dragon Breath rounds.
    Obviously a very limited amount of them, but having something similar to the Flamethrower with a lesser effect really would do marines a favour. By that I mean a DoT and a bit of energy regain penalty, but mostly to tag an alien, and promote focused fire.
    To make them at least a bit annoying to use, every shell needs to be loaded seperatly with the alt fire (and again, at a limited quantity) first to unload it onto a poor alien's ass.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1868372:date=Aug 11 2011, 07:52 AM:name=Pawndemonium)--><div class='quotetop'>QUOTE (Pawndemonium @ Aug 11 2011, 07:52 AM) <a href="index.php?act=findpost&pid=1868372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd go with Dragon Breath rounds.
    Obviously a very limited amount of them, but having something similar to the Flamethrower with a lesser effect really would do marines a favour. By that I mean a DoT and a bit of energy regain penalty, but mostly to tag an alien, and promote focused fire.
    To make them at least a bit annoying to use, every shell needs to be loaded seperatly with the alt fire (and again, at a limited quantity) first to unload it onto a poor alien's ass.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's a great idea! I imagine Dragon Breath rounds would light up the small area around the impact, too.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114577" target="_blank">This.</a>

    Those of you who know the balance of the game because you're pro and rape all the pubbies, check it out.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1868495:date=Aug 12 2011, 08:12 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 12 2011, 08:12 AM) <a href="index.php?act=findpost&pid=1868495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114577" target="_blank">This.</a>

    Those of you who know the balance of the game because you're pro and rape all the pubbies, check it out.<!--QuoteEnd--></div><!--QuoteEEnd-->
    first I thought you wrote puppies, shame on you!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1868508:date=Aug 12 2011, 06:28 AM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Aug 12 2011, 06:28 AM) <a href="index.php?act=findpost&pid=1868508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->first I thought you wrote puppies, shame on you!<!--QuoteEnd--></div><!--QuoteEEnd-->

    me too :D

    and about that dragon-breath thing: its just an effect, nothing else. if you want to set somebody on fire, you already have another weapon for that.
    I implemented now this "weakening" effect i described above. I don't know how that will play out, I will test it and post some videos later
  • PawndemoniumPawndemonium Join Date: 2010-07-24 Member: 72725Members
    If you come up with this real life stuff... I dare you to catch one round of those, this would end the discussion, this stuff isn't just for show, it's just not useful in a strategic scenario as its (lethal) range is very limited, and generally inaccurate, oh wait, are we talking about the shotgun used in NS2?
    But seriously, it's a science fiction scenario, nothing wrong to assume this has been researched to be a more lethal variant which starts chemical reactions to fire stuff up, hell it's even possible to have that in real-life, but ethnics pretty much deny that idea. On top of that there wouldn't be a reason to sell something like that to the public, as no one can name a solid reason to make use of it... on top of that it makes sense to use fiery alternatives if you equip flamethrowers aswell.
    The eyecandy just makes it look awesome, that doesn't mean the effect it has can't be, as denying the aliens to faceroll you with swipespam midgame sound sreasonable. Of course there is the Flamethrower, but I never proposed to just copy/paste the same debuff, it should be a lesser low tier/more mobile variant, as that's something marines need, control.
    On top of that I don't see a single reason to add 5000 different debuff mechanics.

    Long story short, I love my idea, you love yours, the difference being, I'm not bringing in real-life, and mine would at least look more awesome. =p
  • RebellionEliteRebellionElite Join Date: 2011-07-27 Member: 112530Members
    +1 for the flare idea for just producing Light, Maybe an initial blinding effect, lasts like half a second or something. But it would be cool.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868602:date=Aug 12 2011, 01:15 PM:name=RebellionElite)--><div class='quotetop'>QUOTE (RebellionElite @ Aug 12 2011, 01:15 PM) <a href="index.php?act=findpost&pid=1868602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 for the flare idea for just producing Light, Maybe an initial blinding effect, lasts like half a second or something. But it would be cool.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Quick little Flashbang effect FTW :)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Speaking of flare (I'm going a bit off topic), does anyone think Drifter Flare deserves a better (and more effectively blinding) shader effect? :D
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868755:date=Aug 13 2011, 07:18 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 13 2011, 07:18 AM) <a href="index.php?act=findpost&pid=1868755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of flare (I'm going a bit off topic), does anyone think Drifter Flare deserves a better (and more effectively blinding) shader effect? :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    it sure does! i want to try out the flare in first person and see the effect. ive never been flared by a drifter...
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Hold alt-fire for recharging 2 'bullets' per second till releasing for epic burst cone with some nice effects and big kickback force (i like to come up with random alt-fires)
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    One of my friends suggested an idea for alt fire to just be a "last resort shot"
    Only one can be loaded at a time and if you use the alt fire shot once you have to reload it after grabbing the ammo from an armoury and it takes longer than normal reloading.

    Its basically just a shot you can fire when you gun is empty, reduced range, more spread, more damage, and a seriously loud bang like a flak cannon <a href="http://www.youtube.com/watch?v=bVPLdRReUZ8" target="_blank">http://www.youtube.com/watch?v=bVPLdRReUZ8</a> (giving a 9 shell shotgun),
    But another feature would be to be able to fire both the guns shells at the same time giving a increased burst of damage to a fade when the time is right.
  • De_willyDe_willy Join Date: 2010-07-17 Member: 72499Members
    Should the shotgun ever gain a alternate fire ability it should be something that is usable only at a short to medium distance.
    Every weapons should have it's up -and downsides.

    As far as i'm concerned the shotgun doesn't really need an alternate attack.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    I think giving every weapon a rifle butt type secondary would be fine, if the LMG actually got buffed a little. I don't find it so impressive right now save against skulks (because of the nerf, which could have easily been done by just buffing the rifle to start)
  • wilson502wilson502 Join Date: 2004-01-08 Member: 25169Members, Constellation
    edited August 2011
    how about slug rounds for alternate fire? Slower reload and ROF but fires a slug round that can hit at a distance, thatd be interesting.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    Why can't the shotgun altfire be a boomerang launcher? The boomerang can latch onto small aliens like lerks and skulks and pull them in close to the marine team, when they can be met with a swift shotty blast to the face!
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