Whips are still dumb!
Mestaritonttu
Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
It is still nerve wrecking to manage whips.
1. Echoed whips still do not attack structures automatically.
2. Whips should re-root themselves upon re-creeperation. (It is now. A word.)
3. When moved they turn like you know how in like horror movies, they have this girl who knows the bad guy is behind him, even though she can't hear or see him, maybe it's the smell i dunno, she turns like real slow that's how whips turn.
Yeah. Like that.
1. Echoed whips still do not attack structures automatically.
2. Whips should re-root themselves upon re-creeperation. (It is now. A word.)
3. When moved they turn like you know how in like horror movies, they have this girl who knows the bad guy is behind him, even though she can't hear or see him, maybe it's the smell i dunno, she turns like real slow that's how whips turn.
Yeah. Like that.
Comments
Please...I think the whips are worse than the bloody GL's.
They actually increase the range due to whips randomly throwing grenades around.
Either allow a whip to eat 1 grenade every x seconds or revert back to the first model where whips mostly threw back at the marines.
The current random throws makes spawning at a hive under attack suicidal...even if you choose an egg not in direct fire..what out for the whip throws.
I find alien comming to be much more enjoyable than marine actually, especially with later-game battles.
I think alien comm can do much more "fun stuff" (enzymes, ink, healwave, hallucinations(lol?)) than marine (MACs/emp, ARCs, medpacks, nano, scans, etc.)... just my opinion. I enjoy playing with a competent alien team much more than I do with a competent marine team actually...
The problem is more that the alien commander is given menial and pointless tasks to constantly perform which do almost nothing and have negligible impact on battles. The busy work of controlling whips is a good example of this.
Should just make it so moved NPCs deploy once they stop over a period of X, but make the pack up times near to 0/.5 when moved.
Then you'd see more comms selecting individual whips and running them to locations under or soon to be under attack.
Perhaps hive chamber choice could also effect structures in a soft way, such as shift making them move faster or hit quicker, perhaps shade cloaks them while building (even when out of range) and crag buffs armour?
+ clunky unresponsive UI and bad pathing.
But
That's not the actual problem.
It's the whipvsgrenades combat thats the problem, not rooting, unrooting, and line of sight.
Gls need to shoot slower, whips whip back faster, and actualy whip them back to the marines!
We are best friends.
If you want to kill a whip, simply make it so whips only hit grenades in the air. So you just gl the base of the whip, and boom. A little strategy, and the whip still remains useful.
On GLs, though, with the crappy bouncing of players and entities combined with the GL holder taking damage, either lessen that damage and apply it to all marines, or remove it. It's sad that nanotech can keep FF off of teammates, but not for yourself. I understand the whole "can't spam nades on yourself as a defence", but I have a grenade bounce OFF a fade's head and back onto me, killing me. That's just not nice.
So even if 2 out of the 4 get through, the remaining 2 will bounce off marine units in the front and supply passive cover for them, denying skulks the means to fight back anyway
I thought the reason whips loosing their knockback while on fire is to allow the marines to nullify them with a specific weapon. I have NEVER seen a game where it was important to use a flame on whips.
whips are basically 15 res meatsheilds that can protect your res tower for a short time from a rambo marine.
That's not the actual problem.
It's the whipvsgrenades combat thats the problem, not rooting, unrooting, and line of sight.
Gls need to shoot slower, whips whip back faster, and actualy whip them back to the marines!<!--QuoteEnd--></div><!--QuoteEEnd-->
They are also problems.
<!--quoteo(post=1987362:date=Oct 5 2012, 01:18 PM:name=radforChrist)--><div class='quotetop'>QUOTE (radforChrist @ Oct 5 2012, 01:18 PM) <a href="index.php?act=findpost&pid=1987362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree. If a whip is in line with an airborne grenade, it should be able to redirect it. I agree it should be more toward the marines who shot it and less toward the bundle of upgrades behind it, but meh.
If you want to kill a whip, simply make it so whips only hit grenades in the air. So you just gl the base of the whip, and boom. A little strategy, and the whip still remains useful.
On GLs, though, with the crappy bouncing of players and entities combined with the GL holder taking damage, either lessen that damage and apply it to all marines, or remove it. It's sad that nanotech can keep FF off of teammates, but not for yourself. I understand the whole "can't spam nades on yourself as a defence", but I have a grenade bounce OFF a fade's head and back onto me, killing me. That's just not nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or just make it so the grenade explodes when hit and doesn't damage the whip or damages it by a set reduced amount. Therefore marines are not caught out by grenades that come back at them, and you also know it takes 'X' grenades to kill them.
Well, two choices are that the whips takes less damage as they destroy the grenade, or that they somehow remove the "FF" feature of the grenade as they throw it back. Maybe with the red enzyme on them to indicate? Heck, add a 3 second timer to explosion to give marines some notice...
I like the simple destruction method, however, I'm afraid as other posters have mentioned whips are pretty weak overall. If they take any damage redirecting or destroying the grenades, it makes even more vulnerable.
However, I'm afraid redirection may be even MORE processing power to differentiate non-FF from FF grenades or what not, and besides, all post 1.0 anyway.
Good discussion, I'm sure the devs at least notice there are some issues.
If it isn't hit however, it just does damage as per normal.