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Rover
This might (well it just is) be a dumb question...but WHY cant there be locational damage in NS ? I mean like when a fade slashes a (normal unupgraded) marine in the head he dies, other mods have that...just wanna know y...

Thx anyway,

Rover
napi
Honestly? I don't know - they just don't want it in...

I imagine the major factor of it is that non of the guns have recoil (Looking at this from a marine aspect initially) - No recoil means any one with a good aim can hit and continue to hit exactly where they want. CS has location damage because it is a significant skill to continue to shoot the same spot - you have to control the recoil... isn't an issue in NS.


There is a trend among a lot of FPS - the 'Sci-Fi' futuristic style (more deathmatch orientated; eg quake3, the Unreal series (excluding the newest) tend not to have location specific, but the more realistic style FPS (slower pace, eg; dod, cs, etc) do..


A broad generalisation I know but it works smile-fix.gif
SinSpawn
I mean the skulks head is like 1/3 of the skulk model, shoot it in thehead to do 60 dmg? that means only 2 shots (rate of fire lmg fires lotsa shots before you even want to stop)
Rover
maybe get weaker spots....like the mouth, eyes etc....maybe not the spots that have bones right under em tounge.gif biggrin-fix.gif
gazOzz
lol... I remembered one of the other locational damage thread. As the head of the skulk covers %80 of its body when its rushing towards. Someone offered backwards rush tactic for skulks. smile-fix.gif
SinSpawn
QUOTE (gazOzz @ Aug 22 2004, 02:15 PM)
lol... I remembered one of the other locational damage thread. As the head of the skulk covers %80 of its body when its rushing towards. Someone offered backwards rush tactic for skulks. smile-fix.gif

lol no that was the onos headplate, but good memory biggrin-fix.gif
Rover
For the onos the headplate would take less damage and the neck etc more but ok...
Alkiller
Locational damage hasn't been done because the developers don't want to add in that aspect to the game. I mean... that's not what NS is about. Firstly it would take awhile to code and secondly it would be kinda lame. In CS you are the same guy (with different weapons) who pretty much if shot in the head dies. That's OK, you respawn anyway. In NS however, you can't be a fade, get shot in the head a couple times and die. That's 50 res down the drain. Aliens would get nerfed too much by this confused-fix.gif

The headplate onos idea is around though... I don't know if it will ever be implemented however.
Lito
If locational damage were implemented a single marine could do much more damage. This means rambos would be more viable which contradicts the whole idea of teamwork on the marine side.
Rover
The alien side would also have its advantages...let's take a relatively cheap class like lerk...swoop down on a few rines and theyre gone...
VampMaster
Let's use the KISS method to answer this...

Locational damage is not in because Flayra didn't wanted in, its's his mod and he do what he wants with his mod. (probly the same answer Commando would have given you... but in more harsh words biggrin-fix.gif)

(Now my answer)

Because it is not needed and would be way to powerful, the way it is right now is perfect.
gazOzz
QUOTE (SinSpawn @ Aug 22 2004, 04:43 PM)
QUOTE (gazOzz @ Aug 22 2004, 02:15 PM)
lol... I remembered one of the other locational damage thread. As the head of the skulk covers %80 of its body when its rushing towards. Someone offered backwards rush tactic for skulks. smile-fix.gif

lol no that was the onos headplate, but good memory biggrin-fix.gif

ah I remember this one too... but the there were also a few funny spams about backwards rushing and bhopping skulks... biggrin-fix.gif Maybe in a different thread...
Bluee
As was stated earlier, the lack of locational damage acts as a crux for the marines since their weapons are virtually perfectly accurate (dunno about the shotgun, but it is powerful enough).

And I fully agree with this. This means you can accurately calculate the outcome of a predicted battle once you factor in the general efficiencies of the players involved. This greatly emphasizes teamwork, because even the most skilled of marine players will require a minimum amount of time to kill a certain amount of enemies.

Locational damage combined with perfectly accurate weaponry is too powerful of a combination, although maybe the aliens should receive defensive buffs in some areas since they do feel a bit underpowered to me.
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