Marine ESP
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">The minimap that is</div>The current marine minimap is essentially a free radar, many a times I have seen skulks sneaking up behind me or hiding in a dark corner of the room on the minimap and known to turn and kill them. I think the auto spot is too much, marines do not need eyes in the back of their head and the ability to spot a skulk in the rafters across a large room. So, how about we remove the spot unless the comm actually scans?
Comments
I realize what I bring up is not the same as what the op has, but it is related.
Coming into a room , sees a red dot on the minimap , look around sees a skulk hiding , dead skulk ,
Same things that u can se 1 whaiting around the walls on the minimap ,
Donnu what to think , but it is nice as a marine to se , but on the otherhand its seems werry hard to armbush an marine as an ailen ,
It completely ruins trying to hide in dark corners as a skulk or on the roof where the actual player may not focus.
Or is it nanites?
We currently have (in the real world) computers that can track incoming artillery back to its source and auto-target/fire back at it. This was used by American Forces in Iraq to take out insurgents firing mortars at patrols. The Kharra should be glad UWE isnt implimenting the same. XD
That said- i dont think the minimap is OP so long as its area to spot Kharra is limited (as it is in the current Vanilla). Its a bit like a VERY localized motion Tracking. You cant really see the Kharra in my expirence until they are already in leap range.
You could change the system so that you actually have to place your crosshair on an enemy for them to show up on the map, and after that you could have them remain on the map until they break line of sight.
Yes, something like that, or give vision only in a small cone around crosshair. I really feel like cheating when I look at my minihack right now.
I also agree building shouldn't give vision when not attacked, or maybe some kind of imprecise vision ("there is some ennemies around").
We currently have (in the real world) computers that can track incoming artillery back to its source and auto-target/fire back at it. This was used by American Forces in Iraq to take out insurgents firing mortars at patrols. The Kharra should be glad UWE isnt implimenting the same. XD
That said- i dont think the minimap is OP so long as its area to spot Kharra is limited (as it is in the current Vanilla). Its a bit like a VERY localized motion Tracking. You cant really see the Kharra in my expirence until they are already in leap range.<!--QuoteEnd--></div><!--QuoteEEnd-->
Heck I was playing mineshaft the other day and the minimap showed up a skulk who was hiding in the rafters on the other side of drill repair (above that big gate in the ground), I couldnt actually see him cause he was in the shadows but thanks to the minimap I was able to know where to aim and kill him. To be on the receiving end of some BS like that must be retarted and infuriating. Frankly I think the marines should actually have to use their voice comms rather then magically alerting all their buddies as to the enemies position. Also gameplay>realism.
It also severely hinders the usefulness of parasite, since everytime you use it ALL the marines can see you and will immediately gun you down. Parasiting marines from somewhere hidden is simply no longer an option unless you can immediately flee into vents or out of the room.
+1 On the not show up until attack/aimed at
+1
i watch my map (not that useless minimap) about %40 of my gameplay time and i've noticed a serious advantage in this area...
<i> although aliens DO have constant sight of marines that are on their territory?? </i>
i suggest we make that feature an upgrade, or location and time based.. similar to scanning somewhat except extended. say the alien commander wishes to keep an eye on crushing machine, and ore, so he selects those cysts nearby and activates that feature for a cost and it lasts for X minutes. otherwise, that team has the unfair advantage of seeing where the enemy is whether they attack or not, AND they can respond in seconds as opposed to marines.
basically i'm saying if your suggestion is implemented, so should a balance as the one i've suggested - why should one team get such an advantage over another especially when its already biased in their favor with mobility and no need for an alien to actually have LOS on a marine?
i watch my map (not that useless minimap) about %40 of my gameplay time and i've noticed a serious advantage in this area...
<i> <b>although aliens DO have constant sight of marines that are on their territory??</b> </i>
i suggest we make that feature an upgrade, or location and time based.. similar to scanning somewhat except extended. say the alien commander wishes to keep an eye on crushing machine, and ore, so he selects those cysts nearby and activates that feature for a cost and it lasts for X minutes. otherwise, that team has the unfair advantage of seeing where the enemy is whether they attack or not, AND they can respond in seconds as opposed to marines.
basically i'm saying if your suggestion is implemented, so should a balance as the one i've suggested - why should one team get such an advantage over another especially when its already biased in their favor with mobility and no need for an alien to actually have LOS on a marine?<!--QuoteEnd--></div><!--QuoteEEnd-->
Because Aliens have multiple bases they <i>need</i> to defend when Marines are only required to have one main base that they need to protect. Not to mention that marines have beacon to summon everyone back no matter where they are on the map making it vastly easier to protect the base. Where as aliens have to run across the entire map to defend. (Or be in another hive use to shift when it's released)
I mostly play the aliens but there are times I play Marines and when I do I feel like a damn dirty cheater with that minimap. For an example I was building up a power node and managed to kill 2 aliens that tried run up behind me just because I had my eye on a box in the corner.
There are times when I'm hiding as a skulk in a crevice/shadows and the marines just miraculously know where I'm located. That **** pisses me off to no end.
If only the map was transparent.
you're not gonna mention that the powernode is also vulnerable when it stops beaconing, turrets, tech, and SPAWNING as well?
theres no parity of that for aliens?
@misternubs:
good point. didnt see it from that side. i think my suggestion above solves all problems, dont you?
The marine minimap wall-hack, balances out the Alien wall hack - Infestation :)
How about implementing something like the hidden/detected system that's in Skyrim?
Use a couple different layers of detection, and process them in (roughly) this order:
1. Ambient light levels. Any alien in a spot in the map that receives <40% brightness doesn't automatically appear on the marine mini-map. This would also make flashlights really useful.
2. Powered vs unpowered. The power would increase the brightness of the room, as it does currently. This complements #1.
3. Hit detection. Registering a hit on an alien makes it appear on the mini-map for a brief duration, say 3 seconds, regardless of ambient lighting. This is kind of like a tagging feature, and you could explain it by the alien bleeding for those three seconds and making it detectable (like the Predator!). After 3 seconds have passed since the last hit registration, the alien disappears from the mini-map if #1 is not met.
You could also throw in another layer to consider movement, and make moving entities more visible than non-moving ones.
Cloak would obviously override all of these.
I also think this should be removed unless you are "seen" by an obs or scan
The "scary" atmosphere is what made NS NS, it seems to me that currently skulks just end up rushing into marines because they know they can't hide anyway. (Which makes for much less diverse gameplay)
Mind you I'd be fine with removing it from alien infestation as well, itd make for much more calculated alien play. Aliens dont need it, and they can always bring back sensory chambers.
marines, being far slower and less mobile (esp. considering the vulnerability of PG) aren't capable of doing something similar. They can however actively SCAN a small area for a few seconds. i recommend something similar in nature but obviously different as i mentioned last page.
also, a lot of us (ahem) dont use that useless minimap, and instead use the full map, which is accessbile at any time to either team. (<b>to include the one that is able to see any enemy on their territory</b>)
i support the damage requirement, for both teams.
edit: supporting evidence
<!--quoteo(post=1909718:date=Mar 3 2012, 07:57 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Mar 3 2012, 07:57 PM) <a href="index.php?act=findpost&pid=1909718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I play both sides with my 'C' key taped down, true story.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, this.
Right now, aliens are way too easy to spot with the minimap. Your best eyes = constantly watching the map or minimap.