Xenocide planned?
thefonz
Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">you took my devour, please dont take my xeno</div>Exactly as the title states, is Xenocide coming to NS2?
I could see it becoming a problem with the egg spawning system (a couple xenoing skulks use up all the eggs). But as a 3rd hive ability I would expect the aliens to have plenty of eggs.
Also, a teaser.
Later this week, I hope (spare time is rare for me lately), I will post another Devour thread. Yes, another devour thread. The difference is I would like it to be a very organized and well though out discussion. So if you want to be part of that, pro or con, this is a heads up to start your thinking. I will try to set the tone with my OP and I hope people will reply in kind. That means I would NOT like to see a bunch of short, silly, and frankly useless comments of yes/no or any simply general ######.
The end goal of this thread would be to present solid ideas (NOT demands) to the devs about implementing devour, at least in the beta to try it out.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->AND/OR<!--sizec--></span><!--/sizec-->
Help explain to the devour wanters like me why devour is not a good idea and should not be implemented.
I feel the community is very divided on this issue with no clear majority.
I could see it becoming a problem with the egg spawning system (a couple xenoing skulks use up all the eggs). But as a 3rd hive ability I would expect the aliens to have plenty of eggs.
Also, a teaser.
Later this week, I hope (spare time is rare for me lately), I will post another Devour thread. Yes, another devour thread. The difference is I would like it to be a very organized and well though out discussion. So if you want to be part of that, pro or con, this is a heads up to start your thinking. I will try to set the tone with my OP and I hope people will reply in kind. That means I would NOT like to see a bunch of short, silly, and frankly useless comments of yes/no or any simply general ######.
The end goal of this thread would be to present solid ideas (NOT demands) to the devs about implementing devour, at least in the beta to try it out.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->AND/OR<!--sizec--></span><!--/sizec-->
Help explain to the devour wanters like me why devour is not a good idea and should not be implemented.
I feel the community is very divided on this issue with no clear majority.
Comments
<a href="http://www.unknownworlds.com/ns2/progress" target="_blank">http://www.unknownworlds.com/ns2/progress</a>
What? I dont remember it being implanted in the game yet
I'd say increase the damage, but reduce skulk health to increase likelihood of the ability being denied.
I'd say increase the damage, but reduce skulk health to increase likelihood of the ability being denied.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just resonating what has been said on many other threads, mid-late game the skulk needs more going on for it not less health or making it weaker
the first time i hear it, i guess its a bug, because the screaming sound is like the hive crying sound.
never used it but i saw a lot of skulks exploding next to me, ill never die about that ^^
Damage increase is not making it weaker.
Reducing health is.
The way I was able to make it happen was as follows.
As a. Skulk, chomp a power node and then switch to parasite and parasite the node. Now switch back to bite and start to bite the node again, you should explode with a scream and yellow flash.
It happened to me 2 times the other night with people witnessing it and not knowing what happened.
The way I was able to make it happen was as follows.
As a. Skulk, chomp a power node and then switch to parasite and parasite the node. Now switch back to bite and start to bite the node again, you should explode with a scream and yellow flash.
It happened to me 2 times the other night with people witnessing it and not knowing what happened.<!--QuoteEnd--></div><!--QuoteEEnd-->
You didn't "glitch" bite into exploding you, you just switched to xenocide and activated it.
You're right. If we made skulk damage kill all marines in a 10 foot radius, but reduced his HP by 10, that would totally nerf him.
I think the concern is that non-xenocide-using Skulks would be unfairly impacted by a balance adjustment such as that.
If you don't use the Xenocide ability you would not be affected by the health drop.
But again, this was just my suggestion, that would work, but by no means do I consider this an ideal solution to balance.
Xenocide=weak
Yes i've gotten 3 marines in 1 xeno but theres times when i xeno, bite a rine and blow up and he just walks off like it didnt happen. Also its pretty damn loud, I thought at first our hive was dying over and over.
I'm hopping its a placeholder and they put it in just so we could expect more of it later.
Well being a 3rd hive skill automatically makes something a siege-breaker or hammer-dropper in my opinion, because most of the maps I've played on focus on preventing or suppressing the evolution of the 2nd hive. The 3rd hive is either easy to keep down (and thus not a concern), or impossible to stop (because the game is basically over).
With that in mind, I'd like to see Xenocide actually do something damaging to the marine team. At the moment, all it does is kill (probably base-camping and weapon-retrieving) marines, and as a 3rd hive ability that isn't really amazing. The fact that it forces you to respawn isn't great either. Overall, I'd rate it situational and underwhelming; by the time you have 3 hives up, the only people still playing skulks are people skilled enough with their movement to get kills without exploding.
If resources were more scarce, Xenocide would be a great ability. It would turn even the most unskilled face-rushing skulk into a deadly threat. As-is, the people who need to suicide bomb to get skulk kills all go Onos, Gorge, or Lerk.
If you want Xenocide to be amazing, you have to give it the ability to do something a normal 3rd-hive skulk can't do on his own.
With that in mind, I'd like to see Xenocide actually do something damaging to the marine team. At the moment, all it does is kill (probably base-camping and weapon-retrieving) marines, and as a 3rd hive ability that isn't really amazing. The fact that it forces you to respawn isn't great either. Overall, I'd rate it situational and underwhelming; by the time you have 3 hives up, the only people still playing skulks are people skilled enough with their movement to get kills without exploding.
If resources were more scarce, Xenocide would be a great ability. It would turn even the most unskilled face-rushing skulk into a deadly threat. As-is, the people who need to suicide bomb to get skulk kills all go Onos, Gorge, or Lerk. If you want Xenocide to be amazing, you have to give it the ability to do something a normal 3rd-hive skulk can't do on his own.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for your insight Tech it is greatly appreciated.
From alien perspective, if you were low on res you could do your best to xeno on a group of rines. It was SO much fun when you killed 4+ marines.
From marine perspective, you needed to have either a jetpack or heavy armor to properly repel constant xenocides. Otherwise if you turtled, you'd slowly be beaten down. Blowing up on a bunch of people repairing and defending home base when when it was most useful.
I really enjoyed this gameplay aspect and I'd like it to return.
No worries Tech I keep that in mind with every post.
<!--quoteo(post=1907996:date=Feb 28 2012, 06:08 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Feb 28 2012, 06:08 PM) <a href="index.php?act=findpost&pid=1907996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->xenocide from NS1 was incredibly awesome.
From alien perspective, if you were low on res you could do your best to xeno on a group of rines. It was SO much fun when you killed 4+ marines.
From marine perspective, you needed to have either a jetpack or heavy armor to properly repel constant xenocides. Otherwise if you turtled, you'd slowly be beaten down. Blowing up on a bunch of people repairing and defending home base when when it was most useful.
I really enjoyed this gameplay aspect and I'd like it to return.<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds pretty neat zas, I like Tech never played the first NS so I hope to see xenocide turn into something amazing.
Make lifeforms much scarcer, and we'll see Xenocide become a powerful 3rd-hive mechanic again.
It needs a little work before it can be released though.
I hope it will be just as amazing in NS2!
I hope it will be just as amazing in NS2!<!--QuoteEnd--></div><!--QuoteEEnd-->
And gives the players without res a chance to do at least a bit useful thing.