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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Crispy
I posted this idea in a thread addressing a change to the Acid Rocket which developed into an ideas brainstorm and a page later absolutely zero feedback (not even a flame!?) so here it is...

New Acid Rocket:

- Slower rate of fire
- Affects one unit (possibly retaining a reduced splash damage).

The Fade aims and fires an Acid Rocket which in the event of a direct hit will burrow into the player. While inside, the player will take an initial 30 health damage and negative Resupply damage per second for a total of 5 (or 10?) seconds or until healed.

Strategy I would suggest that the projectile moves fairly slowly, promoting two things. Either:

- Oni must Stomp Marines to keep them motionless long enough for a clear shot
- Gorges must Web Marines to keep them motionless long enough for a clear shot

- or, and more likely, Fades will retain their Hit and Run profile, Blinking in to Acid Rocket from close range.

Counter The Commander can get rid of the projectile with a medpack within the secondary stages of its effects (or use of the Armoury if the player is close enough, so 5 (-10) seconds to save his man! This adds just that little more pressure on Commanders when they are defending against Hive 3 Aliens.

Structure Damage Having thought for a while about this I would suggest that the Fade retains some anti-structure ability for his Hive 3 ability. The Acid Rocket could disable buildings for a period of 3 seconds (or alternatively a period equal to the 'cooldown' period for the Acid Rocket, meaning one Fade can successfully disable one Turret Factory indefinately without using any other Adrenaline-dependant abilities. Bear in mind the AR would have a very slow RoF).

N.B. Any discussion on different changes to Fade abilities/Acid Rocket can be posted in a different thread

Let C&C commence!
Quaunaut
This is what we came from with 1.04/2.0 tounge.gif
Scribbles
Scuse me
wascally_wabbit
I like this idea, and I'd like to see it tried in NS.

Can't really give any suggestions or balance stuff until it was actually PTed though, so... tounge.gif
Crispy
Any crit for this one?
im_lost
If it is a guaranteed kill for any marine that doesn't get healed, then it might be worth using. This would require that it be relatively easy to dodge, I think. Otherwise, it simply lessens their ability to break down turret farmed bases without adding a meaningful benefit, and turret farmed bases are generally the only time when third hive abilities matter.
Crispy
Guaranteed kill might be a bit much, considering I'm proposing that you'd have just enough energy for 2-4 blinks (PT defined, but open for commentary) and an Acid Rocket.

Then again you could have a cooldown time for you to accumulate the required projectile before being able to re-fire. OHK is a bit harsh though, and if devour stays then 3Hive Aliens would actually be unstoppable as 2 Fades and an Onos could take out 3 Marines and then call the rest of the team in to deal with the remaining 3 (competitive team).

Maybe have the Acid Rocket speed the same or slower than Spore speed?
im_lost
If it's not a guaranteed kill, then I would rather use it to slowly kill the turret factory from safety. Besides, marines just have to jump out of the way. You could also make it like spores, where the next shot can't be fired until the first shot hits something. It should probably move slower than spore if it works like this, though.

Keep in mind that it will take a few seconds before the marine dies anyway, and a medpack will prevent it from happening. With this change, acid rocket wouldn't even strip armor.
LazerMane
As i see it now in this current version, the fourth ability for the aliens is pretty darn useless because by the time they have the third hive they're already on their way to winning.

As to combat, when i see acid rockets i laugh myself silly at who would spend two points on them

Thumbs up.
Crispy
My main concern was the Hive 3 ability, I hadn't given combat much thought. Indeed the only 3rd Hive ability I see used in combat is Xeno and Web with Primal Scream and Charge making fleeting appearances. So how would this idea change the combat Fade and his team?

Well I see a major problem with this ability and that's Resupply. Almost every seasoned combat player gets Resupply along the way because it's so damn good. Maybe it needs nerfing but that's for another thread and I certainly wouldn't suggest a new idea just to make way for another change proposal of change.

Perhaps a way to overcome the Combat Resupply problem, while keeping the Classic proposal is the following:

Instead of the Commander having to drop one medpack, he must drop enough to get his player back to 100% Health. So for the final explosion to be nullified, within 5 seconds or being successfully hit a Marine but return to full health. The Acid Rocket wouldn't be as powerful as devour in Combat because Resupply would heal him back to full health fairly quickly. However, he would have to make sure that his healing process was unhindered by additional damage so that Resupply would effectively 'cure' him.

The main benefit of Acid Rocket would be to take a Marine out of the game temporarily, as he would need to retreat to a safe position to be successfully healed. This would have considerable effect and merit on Jetbos harrassing the Hive, one half of an HA welding team and especially irritating spawncamping GLs, giveing you and your team enough time to safely regroup and heal eachother/the Hive.

Marine must be healed to 100hp within 5 seconds of impact (Combat)
Marine must be healed by Commander/Armoury within 5 seconds (Classic)
GrimReaper8
Hmmm... are you shure you've never played the Unreal 4 Ever Tournament mod for UT? This idea sounds (and evan works) quite a bit like the Flesh Bomb Rifle (A sniper rifle that injects a cold fusion catalist that needs salt water (or blood) into the victem. You have 5 seconds to pick up a healing item or **BOOM** you and everyone within about 10 foot if you is killed. Hell of a lot of fun that gun biggrin-fix.gif )

I'm not saying this to discurage the idea, it's just a simmalarity that poped up when I read the idea. I'm all for it actualy, at the moment acid rocks are a bit weak & could definatly do with some work.

Hmmmmm..... chemical reactions with the acid & the marines bood & other bodely fluids makeing lots of acidic foam, marine goes *POP* and the foam goes flying everywhere biggrin-fix.gif . Sorry about that, but some of the most chaos filed moments from U4ET involed the FBR.
KeksImperium
hmmm....

i would like to see the complete oposite of your idea biggrin-fix.gif

a fast moving projectile, dealing more dmg to armor and structures than health and explodes on impact with a huge splash smile-fix.gif

only thing we have in common is the "damage over time" component.
its an ACID rocket in the end, its only logical it does dmg over 3 - 5 sec wink-fix.gif
Crispy
No I've never played Unreal 4 Ever Tournament mod for UT, I guess great minds think alike![/PrideMode]

One of the reasons I still want the damage to bypass armour is because it would give Marines a bit more of a chance (yes, I'm serious):

In Combat the Marine needs to wait until he returns to 100% health (if he has resupply). To do this he'll probably need to make a run for cover and so it is the Fade who shot him to go after him and make sure his health doesn't reach 100% before he's dealt a final blow (say 50 damage). Since he may well have near full armour he still has a fighting chance to survive. The Fade who shot him in the first place also has the option to stay fighting, putting more duress on the Marine team.

This could possibly make it slightly more difficult to take down an HA then initially intended, but at least it takes them out of the game for a short while.

As for NS Classic it would remain a potent Hive 3 weapon, two Fades could seriously harass a Marine team meaning that while they're receiving the brunt of the TSA defensive, Gorgey can get a few clear Bilebomb shots off at the CC/IPs.

At the end of the day unless there is some way that Aliens can put up 3 Hives without having completely dominated the Marines this will only affect one Hive 3 ability, but it certainly has the potential to speed up the endgame...
the_x5
Good idea, but may I make a backstory wise suggestion to how it functions?

Burrowing will not be able to be made to look good or it you do take the time it's a lot of unnecessary work. Personally I'd just like to see it do a large instant damage and then a biohazard DoT (damage over time). In otherwords make it function like the alien controllers in Heart of Evil. For some reason DoT after the initial damage make you especially want to stay away from it. Even more interesting is maybe to do rather small initial/impact damage (like double that of parasite) but then have it burn you with little 5 DoT damage "pings" over a course of a full ten seconds of misery. (total of 50 damage) Even more intersting is how this would make the marines suffering from the DoT cry out tio their commander for more health thus effectively wasting more precious resources.

decent inital damage (doesn't have to be much) + rather long DoT = excellent hit & run attack

In MMORPGs such attacks are used by assasin classes and are as annoying as hell if you don't have a healer arround. Lengthy DoT attacks are a stonger disincentive than a large initial damage with no DoT. They also admittedly have a nice psychological effect to make one want to spend money/res/time/etc. on healing.

How does that sound?

A "vote yes" anyone? smile-fix.gif
Crispy
Actually I think you might have stumbled on something there. It makes more sense because it solves a few problems, like having different solutions in Combat and Classic.

If it dealt considerable damage initially (30 dmg to HP, none to armour) then continued to deal as much damage/second as Resupply gives for a preiod of between 5 and 10 seconds it would suit the gameplay more.

- Marines in Classic would start shouting at Com for medpacks to get this thing out of them.
- Marines in Combat would have to retreat for the full 5-10 seconds as their Resupply upgrade would be temporarily nullified.

Good call x5, I'll edit page one...

[Edit] This is page one tounge.gif
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