To clarify the topic title, I was wondering if certain hitboxes will deal certain damage later on in the game. For example a skulk biting a marines head dealing more damage than the marines leg. Just kind of curious if this will at some point be introduced to ns2
I hope not. It sounds good in theory but would further make aliens weaker in the Ranged vs Melee battle. All you can see a lot of times is the aliens head coming towards you.
<!--quoteo(post=1916441:date=Mar 22 2012, 11:06 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Mar 22 2012, 11:06 PM) <a href="index.php?act=findpost&pid=1916441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope not. It sounds good in theory but would further make aliens weaker in the Ranged vs Melee battle. All you can see a lot of times is the aliens head coming towards you.
In a Marine vs Marine mod it would be cool.<!--QuoteEnd--></div><!--QuoteEEnd--> but perhaps the weakness on an alien (such as the skulk) could be somewhere else besides the head (not too sure where though). I just think if a skulk takes the chance of trying to do damage and eye level, if should pay off a bit more with more damage
When jumping on marines head as Skulk I always wished I could act like a Headcrab from Half-Life and I could somehow stick on his head and gain control over his lifeless body or bite off his head somehow - unfortunately neither I can't :p
It'd be real fun to introduce different hitboxes but as already mentioned it'd be really hard to balance them properly.
<!--quoteo(post=1916447:date=Mar 23 2012, 12:29 AM:name=deaglecrazy)--><div class='quotetop'>QUOTE (deaglecrazy @ Mar 23 2012, 12:29 AM) <a href="index.php?act=findpost&pid=1916447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but perhaps the weakness on an alien (such as the skulk) could be somewhere else besides the head (not too sure where though). I just think if a skulk takes the chance of trying to do damage and eye level, if should pay off a bit more with more damage<!--QuoteEnd--></div><!--QuoteEEnd-->
At first I was like "meh, don't need that". But with that info it sounds good. Don't make the head of the skulk the more vulnerable part. Use the sides of the body for this. This would further increase the value of marine team play, because you would do more damage shooting at the side of a skulk, than on his armored head.
You could even lessen the damage on lerk wings, making it more skill related to kill them and make the lerk more effective in close encounters, as wished. Not to speak of the bone shield of the onos, or a vulnerable back of fades.
<b>Long story short: This could increase the skill ceiling of the whole game and benefit team play. </b>
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited March 2012
It would increase skill ceiling <b>somewhat</b>, but mostly introduce huge amounts of frustration due to it being more dependent on luck than anything else. With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.
First off, it's called locational damage and if the onos has the same skills as first established we already have this through their bone crown as it's reducing damage dealt.
Sure, on paper it sounds good to hinder a lerk getting away by shooting it's wing's membranes or to shoot a lerk in the leg to reduce his mobility, but think off it the other way around: How frustratingly nasty is it to be hit by a stray bullet and knifed (axed) to death?
Or, to add a little marine flavor, a skulk bites of your toes, dies and still you can not escape quick enough from a lerk's green fart cloud.
Certainly a no go, at least with extra damage. Invulnerability or infinite damage reduction at least is just as annoying, though.
<!--quoteo(post=1916584:date=Mar 23 2012, 12:57 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Mar 23 2012, 12:57 PM) <a href="index.php?act=findpost&pid=1916584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would increase skill ceiling <b>somewhat</b>, but mostly introduce huge amounts of frustration due to it being more dependent on luck than anything else. With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.<!--QuoteEnd--></div><!--QuoteEEnd--> Luck? called skills my friend! lol as for the skulk going for the head, gotta plan everything. Hide above and try to drop down to bite that rines head off ;)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
You don't want random damage bursts in this game, it doesn't work well in an asymmetrical (ranged vs melee) game as it is impossible to balance. It works in CS, because that game is completely symmetrical.
I think locational damage could be interesting. Actually it naturally makes sense as marine to shoot the unarmoured parts at the first glance until you realize you do the same damage everywhere.. Also it could make flanking more interesting, as it seems the aliens have rather armoured heads :P
I don't think it'd work very well in a game where your most common weapon is the shotgun, against things that move extremely fast, it'd effectively just randomise the combat.
Comments
In a Marine vs Marine mod it would be cool.
In a Marine vs Marine mod it would be cool.<!--QuoteEnd--></div><!--QuoteEEnd-->
but perhaps the weakness on an alien (such as the skulk) could be somewhere else besides the head (not too sure where though). I just think if a skulk takes the chance of trying to do damage and eye level, if should pay off a bit more with more damage
It'd be real fun to introduce different hitboxes but as already mentioned it'd be really hard to balance them properly.
edit: and most importantly the heavily armored onos head-shield.
At first I was like "meh, don't need that". But with that info it sounds good. Don't make the head of the skulk the more vulnerable part. Use the sides of the body for this. This would further increase the value of marine team play, because you would do more damage shooting at the side of a skulk, than on his armored head.
You could even lessen the damage on lerk wings, making it more skill related to kill them and make the lerk more effective in close encounters, as wished. Not to speak of the bone shield of the onos, or a vulnerable back of fades.
<b>Long story short: This could increase the skill ceiling of the whole game and benefit team play. </b>
+1
With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.
Sure, on paper it sounds good to hinder a lerk getting away by shooting it's wing's membranes or to shoot a lerk in the leg to reduce his mobility, but think off it the other way around: How frustratingly nasty is it to be hit by a stray bullet and knifed (axed) to death?
Or, to add a little marine flavor, a skulk bites of your toes, dies and still you can not escape quick enough from a lerk's green fart cloud.
Certainly a no go, at least with extra damage.
Invulnerability or infinite damage reduction at least is just as annoying, though.
With the very fast speed of the game and the nature of combat I can't see any real benefit from it. Skulks would have to try jumping up to the marine's head constantly to get the odd lucky hit and kill the marine faster, who's mostly going to be frustrated by not being able to predict how much damage he gets (and also how much he deals out to the skulk, as it will be flailing around like mad).
It would have the same effect if you would miss a bite if your crosshair is right between the legs/feet. 100% frustration, randomized combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
Luck? called skills my friend! lol as for the skulk going for the head, gotta plan everything. Hide above and try to drop down to bite that rines head off ;)
Also it could make flanking more interesting, as it seems the aliens have rather armoured heads :P