slipknotkthx
Aug 22 2004, 07:16 PM
Make ocs parasite marines to actually make them useful, and increase the range of cloaking with the scs to make them a more viable chamber.
AvengerX
Aug 23 2004, 12:47 AM
OCs paraciting marines would make skulks less usefull. it would be nice for aliens but it'd encourage OC spam which doesn't make for fun games
Church
Aug 23 2004, 04:08 AM
I say if an SC is near an OC it would boost the OC damage by 10%. Stackable up to 3 times. The radius should be fairly small though.
AvengerX
Aug 23 2004, 04:11 AM
and what would be the logic behind SCs boosting OCs attack tho?
well I guess if you said they used focus on it. course then the OC ROF would have to be slowed down making it even easier for marines to dogdge and gun down
Church
Aug 23 2004, 04:18 AM
Let's say that the SCs let the OCs see the weak spots in the marine armor better or something.
AvengerX
Aug 23 2004, 04:38 AM
but that doesn't even make sense, SC don't even SENSE anything they just cloak marines , and even if they did help sense marines they wouldn't know what the heck a weak spot is, they just scan and go.... glurp....glurp... non alien glurp... and freak out or something how would they know what parts of a nanite armor suit are weaker then others
slipknotkthx
Aug 23 2004, 12:26 PM
| QUOTE (Avenger-X @ Aug 22 2004, 06:47 PM) |
| OCs paraciting marines would make skulks less usefull. it would be nice for aliens but it'd encourage OC spam which doesn't make for fun games |
OCs are never used and would give them some purpose(other than laming everything up in pubs).
Zunni
Sep 8 2004, 03:57 PM
I agree with the last statement, but not convinced this is the way to fix the problem.
Anyone else want to weigh in ?
Thaldarin
Sep 8 2004, 04:05 PM
I was always under the impression that OC's are very much like marine turrets, a defense mechanism. I see no need to implement this idea myself, I think its balanced between technologies.
I don't think OCs should parasite marines, but aliens should have an indication via hivesight and minimap that they are firing at something. That way an observant alien team will notice marines trying to bypass OCs, but they won't completely eliminate any possibility of marine stealth.
SinSpawn
Sep 8 2004, 05:08 PM
| QUOTE (Avenger-X @ Aug 23 2004, 05:38 AM) |
| but that doesn't even make sense, SC don't even SENSE anything they just cloak marines , and even if they did help sense marines they wouldn't know what the heck a weak spot is, they just scan and go.... glurp....glurp... non alien glurp... and freak out or something how would they know what parts of a nanite armor suit are weaker then others |
Its like saying why Sensory gets you focus.
crisano
Sep 8 2004, 05:11 PM
An idea for adding an ability to the SC would perhaps be an alien 'obs'? Like if a marine wanders into the range of a SC, he'd appear on hive sight like SOF, when he goes out of range, the SOF goes away.
crypt
Sep 8 2004, 06:47 PM
| QUOTE (crisano @ Sep 8 2004, 12:11 PM) |
| An idea for adding an ability to the SC would perhaps be an alien 'obs'? Like if a marine wanders into the range of a SC, he'd appear on hive sight like SOF, when he goes out of range, the SOF goes away. |
Absolutly agree to that, I hope this will get considered
Ripur
Sep 13 2004, 04:01 PM
there was an idea sometime way back about letting ocs work with scs and parasite to shoot around corners. It was a pretty slick idea to me, but would probably be a pain to impliment.
It does give me an idea of having Parasited marines trigger a different attack from the ocs. Instead of the regular 30 damage (??) projectile spike, it could have some hitscan based attack or the green glob attack. Making it hit scan would reduce the number of miss shots that occur from crack jumping rines or JP rines. If you made it the old green glob from v1.04 you get the whopping 50 damage, but still have a decent chance of missing. Overall both make for more effective structures and increase the use of Para even in Pubs.
AlienCow
Sep 13 2004, 04:14 PM
| QUOTE (DeLtA FoRcE @ Aug 23 2004, 12:26 PM) |
| OCs are never used and would give them some purpose(other than laming everything up in pubs). |
You don't use OCs? You probably don't have as much fun playing Kharaa as you would if you used them.
I liked the Obs idea ^^^^^^ somewhere up there.
slipknotkthx
Oct 17 2004, 10:03 PM
I only play in clan play, and they are rarely or never used. I would have to agree with crisano on his idea.
Kester
Oct 17 2004, 10:21 PM
I agree the idea of a sensory acting like an obs is a good idea, after all it is a sensory chamber, one would be led to believe it senses things about it.
Kwil
Oct 17 2004, 11:25 PM
| QUOTE (DeLtA FoRcE @ Aug 23 2004, 06:26 AM) |
| OCs are never used and would give them some purpose(other than laming everything up in pubs). |
OCs are never used because there are better expenditures for the res.
A single OC is useless. A smart marine can either ignore it completely and simply get a medpack once he's run by it and is around the corner, or can stand far enough back to take it out without taking damage as he jumps the spikes. The only way it slows marines down is they have to walk around it or over it, and for that you may as well put down a DC and give the rest of the team some benefit as well.
Groups of OCs aren't generally built because they're so expensive. 2 OCs costs half as much as a hive, for goodness sakes, and is worth little more than a single OC. Really you need 3 or more OCs hitting a single area to put a dent in marine expansion rates, and if you have enough res for 3 OCs, you may as well save the extra 10 and put up another hive, which is something that will *seriously* slow down marine expansion.
What's worse is that 3 OCs crumble like a wall of sand once marines have GLs or siege technology.
So the solution to make OC's useful again is to either buff them up considerably (which goes against the idea of static defenses being a way to slow marines down instead of stopping them) or to nerf and cheapen them at the same time.
I suggest cutting the damage and cost in half. The area limit handles structure spam, so that's not a problem.
Kester
Oct 17 2004, 11:30 PM
| QUOTE (Kwil @ Oct 18 2004, 12:25 AM) |
| I suggest cutting the damage and cost in half. The area limit handles structure spam, so that's not a problem. |
That woudln't actually do anything though, as you would need two to do the same damage and it would cost the same. Maybe all we need to do is drop the res cost but keep the damage allowing more to be built and causing them to be more viable.
Crispy
Oct 18 2004, 01:18 AM
It would do something.
Try dodging 1 OC. Easy enough.
2? Maybe not.
But still they'd be too weak methinks.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.