Focus for Kharaa (=Shotgun for Marines)
Silvereye89
Join Date: 2012-09-02 Member: 157329Members
<div class="IPBDescription">Slowing attackrate but increasing damageoutput</div>Hi there,
It might be a suggestion resulted duo to the build 220 but anyhow I'd like to ask for consideration.
Many alien players complain about the high difficulty for skulks to kill a marine at all since the last build and honestly - I do so too.
It's so frustrating when approaching a marine from the ceiling and being able to just land a maximum of 1 bite or maybe 2 before he can react, turn around and kill you with a single shot of the shotgun. Even carapace doesnt change that once the first weapon upgrades are made.
(Why did u even implement a weapon that kills with a single shot?)
In lategame situations once the weapon and armor upgrades are researched skulks are useless at all. You have to hit 5 to 6 times with melee to kill a marine while you possess the disadvantage of only having a melee attack (vs range on marine-side).
How shall a skulk be able to kill a marine who has much more armor and more time to hit (as the skulk approaches)? Only chance is, that you are jumping around like crazy while still trying to get some hits in close range. Experienced marine players anyhow just wait for the moment you reach them and shoot a single time to kill you.
I've seen marine players with a K:D of 37:3. Do you really think this is balanced at all? And this player indeed has been attacked several times by more then just 2 skulks at the same time.
And before s.b. argues with: "Get higher lifeforms before they get weapon upgrades". Well yes - you are right. But once you die to a group of marines you'll most probably be skulk for the rest of the game. On the other side - if a marine dies - he or a teammate can just pickup the dropped weapon and nothing is really lost at all.
Well - enough complaining on this side. I'd like to introduce the upgrade, which was once available in NS1 too - the <b>focus</b> upgrade.
Skulks and all the other lifeforms should have the chance in lategame situations to at least do more damage when they are able to land a hit at all. (To make it completely fair it must be a one hit kill ability versus marines without any armor upgrades once we compare it to shotguns)
But thats not the deal. The upgrade doesnt have to kill s.b. with a single hit - there shouldnt be any ability or weapon in the game to do that at all. However, giving skulks the opportunity to kill marines with less attacks might worth a thought - especially in lategame situations.
It's nearly impossible to hit a JP marine 5 times while he is in the air since the adrenaline upgrade change. You can use leap 3 times before you run out of energy. Until you've regenerated enough to approach for a second time the marine in most cases killed you already or has been healed by the comm.
I'd be happy to see some replies on that.
It might be a suggestion resulted duo to the build 220 but anyhow I'd like to ask for consideration.
Many alien players complain about the high difficulty for skulks to kill a marine at all since the last build and honestly - I do so too.
It's so frustrating when approaching a marine from the ceiling and being able to just land a maximum of 1 bite or maybe 2 before he can react, turn around and kill you with a single shot of the shotgun. Even carapace doesnt change that once the first weapon upgrades are made.
(Why did u even implement a weapon that kills with a single shot?)
In lategame situations once the weapon and armor upgrades are researched skulks are useless at all. You have to hit 5 to 6 times with melee to kill a marine while you possess the disadvantage of only having a melee attack (vs range on marine-side).
How shall a skulk be able to kill a marine who has much more armor and more time to hit (as the skulk approaches)? Only chance is, that you are jumping around like crazy while still trying to get some hits in close range. Experienced marine players anyhow just wait for the moment you reach them and shoot a single time to kill you.
I've seen marine players with a K:D of 37:3. Do you really think this is balanced at all? And this player indeed has been attacked several times by more then just 2 skulks at the same time.
And before s.b. argues with: "Get higher lifeforms before they get weapon upgrades". Well yes - you are right. But once you die to a group of marines you'll most probably be skulk for the rest of the game. On the other side - if a marine dies - he or a teammate can just pickup the dropped weapon and nothing is really lost at all.
Well - enough complaining on this side. I'd like to introduce the upgrade, which was once available in NS1 too - the <b>focus</b> upgrade.
Skulks and all the other lifeforms should have the chance in lategame situations to at least do more damage when they are able to land a hit at all. (To make it completely fair it must be a one hit kill ability versus marines without any armor upgrades once we compare it to shotguns)
But thats not the deal. The upgrade doesnt have to kill s.b. with a single hit - there shouldnt be any ability or weapon in the game to do that at all. However, giving skulks the opportunity to kill marines with less attacks might worth a thought - especially in lategame situations.
It's nearly impossible to hit a JP marine 5 times while he is in the air since the adrenaline upgrade change. You can use leap 3 times before you run out of energy. Until you've regenerated enough to approach for a second time the marine in most cases killed you already or has been healed by the comm.
I'd be happy to see some replies on that.
Comments
I think this would work best Camo upgrade if the skulks bite a marien from full camo it should deal double damage this would not be enough to kill him with lvl 3 armour but would only leave 1 bite left this on lvl 2 or below marines is like how we feel when we get 1 shoted with a shotgun and is easily defended against by using scans and obs
That being said, there's definitely an issue with skulks not scaling properly into the late game, and I seriously believe they should tie A and W 3 to double CCs at the very least, that way marines can't just turtle on 1 CC and still be incredibly effective lategame. (much unlike aliens)
Check out drifters. They only increase by 25%, but thats a start
Instead of hypothesizing, I'd rather experiment with Focus first-hand to see the effects.
If it doesn't work out, I would also welcome skulk damage/armor scaling with hive.
<!--quoteo(post=1986263:date=Oct 2 2012, 03:48 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Oct 2 2012, 03:48 PM) <a href="index.php?act=findpost&pid=1986263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well ns2c has it in, as far as I know it hasnt ever been played with (at all recently scertinatly), so itll be interesting to see how it affects things in ns2c<!--QuoteEnd--></div><!--QuoteEEnd-->
Hopefully when release comes, more players will be open to mods.
I rather not have focus compete over celerity/loladren.
Focus is a shade tech. Replace camouflage with it.
But don't expect this to happen. I've suggested this for months with zero responses.
Apparently there would be too much crying if focus made it's way back in by the CoD kiddie playerbase.
Problem solved.
Happy days!
Ofc this will never happen :(