Skulk Bite Push Effect

xRavenxxRavenx 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 ......
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Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    wait until you play the game until you start moaning please.
  • kll_I_wllkll_I_wll Join Date: 2003-06-30 Member: 17802Members
    Seriously. You think any organism is just going to stand there after being bitten or sliced? I certainly hope not.
  • Password_Recovery_RobotPassword_Recovery_Robot Join Date: 2003-06-26 Member: 17702Members
    edited June 2003
    <!--QuoteBegin--k|ll_I_w|ll+Jun 30 2003, 07:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (k|ll_I_w|ll @ Jun 30 2003, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seriously. You think any organism is just going to stand there after being bitten or sliced? I certainly hope not. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • NophelNophel Join Date: 2003-06-08 Member: 17121Members
    If you remove Skulk bite push, then biting a marine two times would be extremely easy. The push effect if not only a bonus for the marine in the sense that it moves it away from the skulk, giving him nanoseconds to react and pull the trigger while the Skulk looks for its target, but it also gives the Skulk the bonus of disorienting the marine.

    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-->
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    Have a doberman sink its teeth in your leg and you tell me how easy it is for you to get away. If the marines want to get away, they can backup, strafe to the side, or turn around and run screaming. But to have them automatically bounce back when hit? I'm not so sure.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    edited June 2003
    I tend to agree with Raven. The push from the alien bite is quite fatal to skulks, especially lvl0 skulks. Numerous times have I not only been killed because the marine I just bit is now all the way down the hall shooting at me, but many marines have becomed "skilled" at bunny hopping off of that push only to have them that much further away from a second bite. The bunny hop fix won't stop this either because it's only one jump off the push, but it is still more than sufficient to give the marine ample distance to empty his pistol-rail into the offending skulk. I completely understand the reason for the bite push but think it is far too effective.perhaps a shorter push as has been suggested in the Beta forum.
  • kll_I_wllkll_I_wll Join Date: 2003-06-30 Member: 17802Members
    Well, when making a game you generally think of outcomes. I can understand why youd be pushed back by a Fade, with it swinging its arms at you, but imagine how lethal a skulk would be if that was taken out, it could just run up and kill someguy with no effect whatsoever, not giving the marine any time to react. Seesh.
  • WimpyWimpy Join Date: 2003-03-24 Member: 14839Members
    the only time bite push is awesome is when they are on the edge of a cliff or something... and they fall.. hehehehehehe... as for marines natural reaction.. big whoop.. there IS a person that is playing that marine.. let him decide what to do.. aliens natural reaction should be to kill the marines... i dont do that all time, so should i get an autopilot thing that kills them for me? no.....plus no argument to wait thing.. skulk is not that heavy.. i could see fade, and definetly onos.. but who cares.. HL2 will fix this..
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    A SMALL push (a couple of feet) plus a short slowdown (couple of seconds at "walk" speed) would be good. YES this would make skulks very potent in close combat, but guess what - that is their purpose! Any lone marines should pay the penalty for ramboing. That said, marines should typically win in long range combat if they group together (teamwork!), so the skulk would be most useful for, er, SKULKING and ambushing.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    Taking the push out would be HORRIBLE for marines.. i mean making them work in TEAMS, covering each others backs from the skulks... OMG.. WHAT WERE WE THINKING... MARINES NEVER WORK IN TEAMS!!!!!
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    The push effect on a standing marine is ok, however the push effect on an airborne marine is insane. I mean with that jump they could probably get a gold medal at the olympics...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Let's all curse at each other, leave NS, and show hostility towards something we have never played. Sounds like a soild plan to me.

    I like the push effect and hope it stays in.
  • xRavenxxRavenx Join Date: 2002-11-08 Member: 7751Members
    edited June 2003
    <!--QuoteBegin--SDJASON+Jun 30 2003, 09:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Jun 30 2003, 09:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Taking the push out would be HORRIBLE for marines.. i mean making them work in TEAMS, covering each others backs  from the skulks... OMG.. WHAT WERE WE THINKING... MARINES NEVER WORK IN TEAMS!!!!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • sH-KibnersH-Kibner Join Date: 2003-04-19 Member: 15647Members
    I always play aliens, but I do agree with there being a push. Its just the distance that the rine gets pushed back from a skulk bite that bothers me. One of the playtesters said that a marine flies back 10 feet from a bite. Thats a little much, IMO. If the distance was 2 or 3 feet, that would be great. Its just that after a skulk gets in one bite and the marine gets pushed so far back that the skulk is now at a severe disadvantage that I have a problem with. So, they should leave the push in, just make it a shorter distance.
  • RhuadinRhuadin Join Date: 2003-06-05 Member: 17023Members
    edited June 2003
    Personally, after reading the beta forums (given my limited knowledge), removing skulk bite push would change many things for the better in NS.

    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]
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    It appears to me in the beta forums that that there isn't exactly an arguement against skulk bite push. Instead, there is more an issue with the occasional case where the push doesn't quite push ... but more THROWS the marine across the room. Seriously though, from the descriptions I've been reading ( plus seeing it happen in 1.04), I can see this being quite the problem. I believe that if a skulk manages to ambush a marine from behind, then that skulk should win 9/10 of the time if not more. An extremely large push would allow such a marine a fighting chance AFTER the first bite, which I simply believe he/she doesn't deserve.
  • mATTHEW_KELLYmATTHEW_KELLY Join Date: 2003-05-23 Member: 16642Members
    Leave it as it is in 1.04, that's pretty sweet i reckon.

    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.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    The push from the bite has always been there, it is nothing new to 1.1. It is simply becoming better understood what the real problem is. The push it's self is not the problem. It's when a jumping marine is bitten and gets flung accross the room that is the problem. Compond this with using the acceleration gained from the bite-push to jump away even further, and you have the Real problem. Skulks should be rewarded for ambushing marines or being evasive enough to close. As it stands now, a stock skulk has to be extremely sneaky <i>and</i> lucky to kill a stock marine, if alone.
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    If anything in 1.04, vanilla skulks are too easy to kill by vanilla marines. It's not just the push either, skulks are so LOUD. I slap on a pair of headphones, and suddenly I am a "wallhacking" skulk-killing machine. If I have to enter a potentially occupied room, I just jump once or twice through the door so that if a skulk waiting in ambush DOES bite me I fly away and can still kill him with impunity.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    edited June 2003
    Personally I would like to see the force of the push reduced, but not eliminated. I can see the benefits of having some push from a gameplay standpoint, but it's a bit too much. It's rather silly that attacking a marine gives him such a significant momentary advantage. With carapace being nerfed, it's going to be even harder to re-close the distance to a marine.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    Team work is all good, but aliens are single massive killing machines that don't need teamwork. If the hole marine team goes of across the map any bases/res nodes/ etc get nailed as well as there starting base. Does this happen to aliens?

    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.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Minor problem. Aliens are supposed to be able to work alone, OR in groups. Marines are supposed to use teamwork and NOT rambo, without expecting to die very quickly. See the 'imbalance' yet?

    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.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    <!--QuoteBegin--JusticeBlade+Jun 30 2003, 08:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JusticeBlade @ Jun 30 2003, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    edited June 2003
    <!--QuoteBegin--Jummeh+Jun 30 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jummeh @ Jun 30 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited June 2003
    <!--QuoteBegin--Password Recovery Robot+Jun 30 2003, 08:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Password Recovery Robot @ Jun 30 2003, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--k|ll_I_w|ll+Jun 30 2003, 07:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (k|ll_I_w|ll @ Jun 30 2003, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seriously. You think any organism is just going to stand there after being bitten or sliced? I certainly hope not. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--elchinesetourist+Jun 30 2003, 04:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (elchinesetourist @ Jun 30 2003, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ** 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • snozzlesnozzle Join Date: 2003-04-23 Member: 15788Members
    as playing 1.1 ... i dont seem to notice the skulk bite push... at all i know its there but since marines cant bhop i dont think it really matters =\
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited June 2003
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    <!--QuoteBegin--elchinesetourist+Jun 30 2003, 02:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (elchinesetourist @ Jun 30 2003, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ** 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Aliens are supposed to be able to work alone, OR in groups. Marines are supposed to use teamwork and NOT rambo, without expecting to die very quickly. See the 'imbalance' yet?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
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