Skulk Bite Push Effect
xRavenx
Join Date: 2002-11-08 Member: 7751Members
<div class="IPBDescription">nuff said</div> READ IT FIRST ---> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=36550' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=30&t=36550</a>
What do you think about it? Since the topic in beta testers forum is kinda dead.....I posted one here just to hear what you think of it.......I think if this #@$% gets to the final 1.1 im gonna drop playing aliens......skulking should not be about getting killed all the time....its all about ambush ( i think for that it was made for.....it has wall climbing tho....) and this is not possible with that awful thingy ......
What do you think about it? Since the topic in beta testers forum is kinda dead.....I posted one here just to hear what you think of it.......I think if this #@$% gets to the final 1.1 im gonna drop playing aliens......skulking should not be about getting killed all the time....its all about ambush ( i think for that it was made for.....it has wall climbing tho....) and this is not possible with that awful thingy ......
Comments
Who gives a **** about how a marine should theoretically react in this situation. This is a videogame, not a reality simulator. The only thing that should be considered in this circumstance is whether or not the push effect is detrimental to gameplay.
If the marine were not pushed away, I'd find it two easy to bite a marine twice from the flank before he even notices. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
I'd like to see leap have a much more powerful push effect (kinda ram the marine against the wall kinda thing) but that won't happen. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I like the push effect and hope it stays in.
OMG i totally agre with ya.....the horror....teamWORK ! <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
ohhh and that would make rambo skulk better than rambo marine......Marines have range. They should be mincemeat if they lose that (quite massive) advantage <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
1) There are many problems with skulks vs marine. People say that the marines own too much via rambo during the early stages of the game. Removing skulk bite push would give the skulk better footing in 1 skulk vs 1 rambo marine situations -- situations which the skulk should win, since if the bite push applies the skulk has already closed, and the marine is by himself, a rambo.
2) It will encourage teamwork because solo marines will be easier to kill. So this means you actually need to have a teammate or to to watch your back!
3) It will remove the 'I'm flying!' marines that occur when they bhop using that push to get away from the skulk.
4) When something bites you, it involves a 'latching on' process in which teeth penetrate forcefully into your skin, making it difficult to flee. If anything, being bitten should slow you down, not bounce you away.
So in summary, removing skulk bite push is 1) Atmospherically in theme 2) Helps achieve greater balance between solo skulk and solo lmg marine and 3) Encourage teamwork
Rhuadin
[EDIT] Sorry, I forgot to add -- to address the issue of aliens allegedly winning the majority of 1.1 games is a balance issue of higher level alien lifeforms, *not* the skulk. If necessary after removing skulk bite push, downgrade the higher level alien lifeforms. [/EDIT]
Incidentally, what are you talking about when you say "OMG new skulk bite push effect ****!!!!!!!!11n.,,"?
Hasnt there always been a skulk bite push effect?
(Or conversely, if this is a figment of my imagination, do people reckon rines are too easy to kill in 1.04?)
Leave it as it is.
I can't say no but I can say its extremely rare. Aliens are fast, very fast, they can rally the hole team in ten seconds to crush the marines offensive. Marines can't, they're slow as hell usually skulks cut them off before they get anywhere and then its either 1 marine makes it or the team gets slaughterd by the aliens.
I say give the marines higher armour and gun damage plus more knock back. Make Marines have just as much staying power as aliens. 1 good alien = 5 dead good marines, I want it so its 1 good marine = 5 dead good aliens as well.
Aliens are just to powerful.
When marines move and work together, they CRUSH aliens. When they rambo, they *SHOULD* be dropping like flies... not, well.. flying like them. Sorry, Marines are a teamwork-oriented group. It is not meant that only one should be able to win the game.
Aliens are just to powerful. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Since when has this happened. I personally have seen more times 1 rine own 5 aliens than the opposite by a factor of about 10.
Atm rines have far longer "staying power" as you say esp if they got the comm aiding them (HP).
Aliens either have to invest in an upgrade which 9/10 times is useless (as skulks, regen) or get to a gorge/DC/hive. The comm can simply drop a HP and boom 50hp+.
the times i have seen "1 good alien kill 5 good marines" is say the aliens was an onos...
and for 1.04 onos == very painful death.
Back to topic. If the marines catch the aliens out of melee range then the odds should favour the marine, but if the skulk has dropped on the poor buggers head then the skulk should win.
However atm it is still uncertain because the the bite push is just so powerful. It gives the marine about 1 and half seconds to react while the skulk is despirately closing the gap again. Most of the time it == dead skulk, which i feel is not fair on the skulk.
But i trust flayra will sort some solution to the problem.
This would be horrible unbalance. Marines need a chance to survive and own skulks at close range just as bad as skulks need a chance to get close to marines from long range, although the chance would be small. If you made it so that skulks won every time in melee, it would be devastating for marine team, because then skulks could ambush marines and a-l-w-a-y-s win (like being next to a door so marines can't see or ceiling etc.) Getting close to a marine is a piece of cake if you use ambush. I don't see how it would be even theoretically possible to make it so that solo skulks own solo marines, but marine groups and skulk groups are equally strong without implementing somekinda radius-bonus system like people have suggested...
P.
Who gives a **** about how a marine should theoretically react in this situation. This is a videogame, not a reality simulator. The only thing that should be considered in this circumstance is whether or not the push effect is detrimental to gameplay. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree but hopefully you mean that the game should be fun, and not that the gun should be abstract, what I mean is, to me Civ2 is pretty **** boring, but if I could actually float through and conference with people and see the empire or whatnot it'd be mad fun, however actually being the Emperor and getting death threats and having to walk everywhere would be a chore.
Basically if it's simulating something real I'd like to have some visceral experience but not anything unnecessary; also if it needs to be abstract like chess then let it be so - altho if chess didn't exist and we created now on a computer it might be different.
This is expanding off topic so I will cut it short, but I'm just making sure that having NS not conform to annoying things of reality, particularly annoying things that <i><b>only exist in made up ways in certain people's minds</b></i>, ** does not mean that, for instance, games like Master of Orion 3 should be as mindnumbingly boring as they are.
** you've seen them. Particularly with bhopping, people make up all these stupid rules about reality that aren't true. Not that the marines have special abilities or whatever, but for instance statements like bhopping is unreal - you can bhop in real life, and you can bhop a lot if you are in shape.
Yeah. Try "bhopping" in real life while firing a gun... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
ROFL! Another tragic case of "He doesn't know what bhopping is" I suppose.
The push needs to stay, it would just be way too easy to kill Marines, Skulks should have a huge advantage in close range, but it shouldn't be impossible for a marine to fight back, then it would be no fun for the Marine: spawn, go around corner, die, spawn, go through doorway, die... The insane distance that you get when jumping definitely needs to go though.
Very imbalanced. Aliens have two options and marines have one. One which leaves them at a disadvantage because they're open for a attack where ever the team is not (their base for example).
Something deffinetly must be done to help marines with the ambush tactics and the knock back was a way of doing this. It still is only about 60% effective, even then if there are more skulks you and everyone else who is helping in the "teamwork" senario are dead.
I say increasse marine speed and doging power and keep the knock back.