Crono5
Aug 29 2004, 03:55 AM
But search turned up nothing :X
Anyhow, there used to be an upgrade that made the Marines glow as if they were Aliens when you had your flashlight turned on.
Perhaps this idea could be re-implemented as an additional bonus for Scent of Fear?
I hate going into a room and dying because I couldn't see the Marine until he's put quite a good distance between himself and me (usually a CO problem, but it happens in NS, too).
So, if you get SOF, the Marines glow and show up on hivesight.
Zunni
Aug 29 2004, 05:28 AM
This has been suggested before. However it would make Scent of Fear too powerful, and would give aliens a VERY powerful weapon if implemented as flashlight..
My 2 cents..
AvengerX
Aug 29 2004, 05:33 AM
I don't know how it'd be TOO overpowerful, I mean sure it'd be a buff. but it'd make SC almost worth being considered as a first chamber
Crono5
Aug 29 2004, 05:33 AM
Uh, I don't mean glow through walls, just glowing so they're easier to see.
Weren't Aliens supposed to be the ones crawling around in the darkness? :X
EDIT: I really don't see how this could overpower, I think they took the original out because it was underused and/or useless. Seeing isn't really that awesome of a skill compared to some other upgrades you can get. :X
Zunni
Aug 29 2004, 06:17 AM
It takes a marine from being "difficult" to see, becoming "lit up". That is a dramatic change, that would swing the balance in a fight quite dramatically.
Ripur
Aug 29 2004, 12:43 PM
But shouldn't the aliens have the advantage in th dark? I mean, just off the basis that they are large, ultra-felxable,space monsters i would think they would have very keen night vision. I remember one of the new maps (can't remember it's name) that has a dark hallway close to the hive. The hall has a set of large pipes running along the wall. It's hard to tell by looking (becuase it's pitch black) but if you squat down, you can walk below and behind these pipes.
The aliens had just gotten finish squashing an attack on the hive, and over 3/4 of the team left by that little halway. I forget what cuahgt my attention (probably a sound) but i decided to camp that little halway, becuase i had a suspicion. Sure enough a few seonds after all the aliens left a PG dropped down right in the hive entrance and a rine crawled out from under the pipes. I couldn't see him until he moved, because with out parasites, pheromones, or SOF aliens can't see in the dark period.
RobB
Aug 29 2004, 01:08 PM
yes, its already suggested. and i re-suggest it: SoF needs the old advanced hivesight effect when the marine is on screen!
RabidWeasel
Aug 29 2004, 05:09 PM
Either that or just add advanced hivesight's effect to the normal alien flashlight.
m0nk3y
Aug 30 2004, 02:30 AM
OKAY you want to combine SOF and the "marines glow" thing?
upgrade to SOF and you can use it when it you press F, !!
RobB
Aug 30 2004, 08:00 AM
no thats stupid. cause you will go blind when there are not only marines on screen.
just make it so, that this effect is there, when you have a marine on screen and sof as trait.
and/or drop the stupid alienglow thing... nobody cares where other aliens are in the dark.
miniman
Aug 30 2004, 08:36 AM
I was going to suggest this exact thing exept with parasite and SoF and give gorgie the exeption he can provide this "advanced sight" promoting moble gorgies.so he doesn't need to waste his needed cloaking which is esentual for a NS gorgie.. The marine will only be lit up if hivesight is on and it will be the same as an alein when hive sight is onso the alien wont be blind its a choice thing..
MEShootHere
Aug 30 2004, 12:28 PM
I do agree to some extent that it is odd that Scent of Fear does provide knowledge of the location of a marine when there is even the teensiest bit of structure/terrain between you and him but when that is not so and the marine is "hiding in plain sight" (so to speak) he can be almost impossible to spot.
Although this would make SoF a total killer it does seem odd.
Just my 2c
Windelkron
Aug 31 2004, 03:37 AM
I had the impression that this was already going in... perhaps not?
But, I support this idea. Although it's been brought up innumerable times before... it's still relevant.
In the areas of maps that are very dark or very hard to make out, aliens do suffer from a serious disadvantage. Keeping with the theme of NS, aliens should have the advantage in terms of physical prowess (this includes target acquisition. they have parasite as part of this ability).
The only hard part would be that this would be hard to balance; i.e. imagine a skulk pops into Viaduct, instantly spots the marines, and parasites them quickly. Fits with the theme, but still a little overpowered. One possible solution would be for this ability to have a maximum range (much like parasite itself) so that you can't spot people across long ditances.
Crono5
Aug 31 2004, 03:47 AM
| QUOTE (Windelkron @ Aug 30 2004, 10:37 PM) |
I had the impression that this was already going in... perhaps not?
But, I support this idea. Although it's been brought up innumerable times before... it's still relevant. In the areas of maps that are very dark or very hard to make out, aliens do suffer from a serious disadvantage. Keeping with the theme of NS, aliens should have the advantage in terms of physical prowess (this includes target acquisition. they have parasite as part of this ability).
The only hard part would be that this would be hard to balance; i.e. imagine a skulk pops into Viaduct, instantly spots the marines, and parasites them quickly. Fits with the theme, but still a little overpowered. One possible solution would be for this ability to have a maximum range (much like parasite itself) so that you can't spot people across long ditances. |
In that situation, if you had Scent of Fear, you'd already know where the Marines were. You'd just have trouble parasiting them because they're either too dark or blend in with their surroundings and aren't moving (it happens once or twice...
>_>
<_<
)
Regardless, you'd already know that they're there, you'd just have a hard time seeing them. So you'd just tell your teammates via chat.
RobB
Aug 31 2004, 03:04 PM
final suggestion before closing down this thread (For myself):
- Parasite shows permanent a blue circle on parasited enemy players, and a yellow circle on buildings, even when the player/entity is visible to you
- Parasite is stronger then SoF (if upgrade sof taken, and marine is parasited, para is shown instead of the SoF circle)
- SoF circle is red, and shows on screen (when marine is visible)
- SoF and Parasite circles BLINK FAST when on screen (to tell in dark areas if the target is behind a wall or not)
- Circles should be smaller then now. parasite a whole hive lockdown with 20+ turrets and you know what i mean.
crazyperson
Aug 31 2004, 04:43 PM
in Ns would you want SoF when there is cloaking for gorges and focus for basically the rest of the lifeforms? focus and cloaking tend to put SoF to shame right now. i almost never get SoF because focus and cloaking tend to get used better by me. SoF needs a buff for Ns_ more than any other upgrade.
in combat SoF boils down to being a closer-range motion tracking. and since you have at least 9 points you can think about getting SoF.
Crono5
Aug 31 2004, 05:43 PM
| QUOTE (crazyperson42 @ Aug 31 2004, 11:43 AM) |
in Ns would you want SoF when there is cloaking for gorges and focus for basically the rest of the lifeforms? focus and cloaking tend to put SoF to shame right now. i almost never get SoF because focus and cloaking tend to get used better by me. SoF needs a buff for Ns_ more than any other upgrade.
in combat SoF boils down to being a closer-range motion tracking. and since you have at least 9 points you can think about getting SoF. |
I always get SoF, because knowledge is my friend!
I'm always playing a role that's too fast to have cloaking or focus come into good use (focus is too slow =\)
As for normal NS, knowing where they are is quite important, because I'm usually going to leap/blink/fly in their face before they know what's going on. Also good for Spores
TankBuster
Sep 10 2004, 09:58 AM
Thumbs up! When I first started playing this game back in 1.04, I was under the Hollywood impression that aliens/preadators had a hightened sense of awareness & smell compared to their pink fleshy bi-pedal prey.
Radagast
Sep 10 2004, 11:04 AM
SoF is the most usefull sensory upgrade, its like having wallhack for crying out loud!. Cloaking is for lame people and focus is a waste if they have >lvl 0 armour(unless youre a fade)
RobB
Sep 10 2004, 02:19 PM
| QUOTE (crazyperson42 @ Aug 31 2004, 06:43 PM) |
in Ns would you want SoF when there is cloaking for gorges and focus for basically the rest of the lifeforms? focus and cloaking tend to put SoF to shame right now. i almost never get SoF because focus and cloaking tend to get used better by me. SoF needs a buff for Ns_ more than any other upgrade.
in combat SoF boils down to being a closer-range motion tracking. and since you have at least 9 points you can think about getting SoF. |
cloaking + sof ==beat==> focus every day.
focus is useless! this thread is about SoF and Advanced Hivesight (kinda), so stop talking about the uselest of all traids!
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