Flyingcow
Jul 1 2005, 10:37 AM
the ocs have spikes on them
maybe if a marine ran into them or jumped on them, they would be hurt because they are impaled by the spikes.
this could be a minor improvement to them, to prevent people from jumping over them to find medpacks on the other side
Koulnis
Jul 1 2005, 10:39 AM
Good call. Makes sense to me, but the balancing issue would be in what kind of damage it deals, and how much.
Gonna read a few more posts before commenting.
BadMouth
Jul 1 2005, 11:27 AM
quiet a good idea. However, I think that the damage shoulod not be too high. just a little ****, mayeb less than 10 damage. Just not too high. And it should not be continous damage. Meaning that if the marine is against an OC, he does not get damaged continously from touching it.
Mac1OMan
Jul 1 2005, 11:29 AM
it really does make since, it would stop people from foolishly knifing it, and if i was a gorge just stand near if if a rine was coming...
Parasit3
Jul 1 2005, 03:02 PM
not such a bad idea, may or may not stop marines from jumping OCs, but it still dosen't fix shooting OCs around corners without getting injured...
NEX9
Jul 1 2005, 03:28 PM
is it possable to make oc spikes clip, i mean when the rines hideing aroud hte courner is the oc shooting and hiting the wall, is it it just siting there like the 10 uesless res it is, kidding i know there great, but ya know the score
Koulnis
Jul 1 2005, 03:57 PM
| QUOTE (Parasit3 @ Jul 1 2005, 08:02 AM) |
| not such a bad idea, may or may not stop marines from jumping OCs, but it still dosen't fix shooting OCs around corners without getting injured... |
It's meant, like tfacs, to be a slowdown and not a complete roadblock or very high static defense.
mmcmike
Jul 1 2005, 10:17 PM
i think this is one of the few and far between turret ideas that makes sense and could actually work.
Alxy
Jul 1 2005, 10:25 PM
Good idea.
Slave_Zero
Jul 2 2005, 12:50 AM
For the damage part, when a marine touches the OC, i think he should receive 2 damage in armor and helalth per 1/2 second.
Hybridclaw
Jul 2 2005, 12:50 AM
i like the idea, but it would cause some problems with friendly fire on
kill4thrills
Jul 2 2005, 01:09 AM
if anything, an offense chamber should glue marines to them like certain carnivorous plants
e.g.
| CODE |
| http://www.carnivorousplantnursery.com/graphics/capensis-spider-gnat-a-lrg.jpg |
then any marines that rush in to chase gorges will get stuck, and jpers who attempt o fly over ocs in tight spots will get stuck
Security
Jul 2 2005, 01:31 AM
Nice Idea.
NEX9
Jul 2 2005, 01:35 AM
hehe i like both idea, now we need them to stab marines around courners
Cheese
Jul 3 2005, 02:16 PM
i liken this idea very much..usually i just jump over them if there are 2-3...if more i shoot them down one by one. This jumping over...should hurt! would make ppl check first if its saver to run around them or to jump over them.
20 Damage per touch?...means jumping over them-->20 damage+ spike damage
DejikoSama
Jul 3 2005, 04:13 PM
great idea! just one problem, its already been suggested

oh well. most people on these forums have probably forgotten about it already

anyway a good damage would probably be 10dmg for every 2 secs the marine is touching it
Plasma_Snake
Jul 4 2005, 04:44 AM
MIKEY LIKES
Flyingcow
Jul 4 2005, 09:38 AM
i searched and only came up with bacteria around the offense chambers and hives that would damage players; not the spikes
Zunni
Jul 4 2005, 01:48 PM
Well the specifics may be different, it's the concept that counts..
and I know I've moved something like this to the future subforum.
My question is, if you are running up to a group of OC's you take damage, once you jump them you take more damage.. If the comm has to spend 10 res in medpacks to get you by, hasn't the OC done it's job and paid for itself?
I'll leave this open to collect responses..
Fatal_Error
Jul 4 2005, 02:25 PM
Not really, Around 20-35 marine res=10 Alien res, at least I think. So he would have to drop 10-17 medpacks to equal the oc. If it were 5 res, it would be balanced, and I do not think this change would be needed.
NEX9
Jul 4 2005, 03:04 PM
i agree alien rez is more presious than rine rez, but eh, i am to sick to care at hte moment
Cheese
Jul 4 2005, 04:36 PM
marines would have to check the paths before running throught he wall of ocs.
I mean that they would perhaps have to kill one of the side OCs first to get through save...Or they could feel lucky and simply jump over them...
Hmm this...makes me think...
cool new skill "jumping over Ocs without taking the touch-damage". You could use specific crates for marine bhops to get over them without taking damage. And ppl would actually have to think about
a) where to place them
b) how to get over them
weee. me likes that!
| QUOTE (Zunni @ Jul 4 2005, 09:48 AM) |
Well the specifics may be different, it's the concept that counts..
and I know I've moved something like this to the future subforum.
My question is, if you are running up to a group of OC's you take damage, once you jump them you take more damage.. If the comm has to spend 10 res in medpacks to get you by, hasn't the OC done it's job and paid for itself?
I'll leave this open to collect responses.. |
He's only going to spend that much if he's trying to keep you at full hp. To get past one oc, a marine should only need like 2-3 medpacks.
ixkillxforxrice
Jul 4 2005, 08:51 PM
indeed this sounds like a good idea, i mean its wierd to see a rine stepping on sharp ocs and take no damage
Zunni
Jul 5 2005, 04:56 PM
| QUOTE |
| QUOTE (Zunni @ Jul 4 2005, 09:48 AM) | Well the specifics may be different, it's the concept that counts..
and I know I've moved something like this to the future subforum.
My question is, if you are running up to a group of OC's you take damage, once you jump them you take more damage.. If the comm has to spend 10 res in medpacks to get you by, hasn't the OC done it's job and paid for itself?
I'll leave this open to collect responses.. |
He's only going to spend that much if he's trying to keep you at full hp. To get past one oc, a marine should only need like 2-3 medpacks.
|
Well some well placed OC's can hit you a few times before you even make it to them...
But fair enough.. touch damage is a possibility..
Rushakra
Jul 8 2005, 04:40 AM
Could you imagine the fun with this? Cloaked OC farms. No walls, just spread out in very annoying patterns forcing Marines to bump into and impale themselves on multiple OCs. HAs could possibly be immune to the impale-damage.
NEX9
Jul 9 2005, 12:26 PM
hum ha immune to imale now taht sounds half fair, and yes i have hte perfect spor to do this practical joke i would love it
2_of_Eight
Jul 9 2005, 05:36 PM
Looks like a good idea.
Perhaps for future versions, you can have
1) Ranged OCs, as now
2) Melee OCs, where you have to touch them to get hurt. These would probably be bigger, so that it's not as easy to avoid them.
CrazySteve
Jul 15 2005, 03:21 PM
well heres an idea, the thing looks like a small cactus, so just imagine if you ran into a cactus, youd have a bunch of little spikes sticking out of your legg, which would impair movement.
why not make it so if a marine touches an oc, he has the same effects that come from caltraps (or how its spelled) in tfc, just have that marine permantly slowed down untill he is healed
the marine will usually be delt damage anyways if he touches an oc, due to the fact its offly hard for the oc to miss at that range anyways
NEX9
Jul 19 2005, 01:10 PM
agrees with steave added comment but make ha immune
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