
I'll do a summary quickly, then break it down into more detail.
Alien name: Bulk
(thought about a fancy name like Behemoth or Colossus, but those don't fit the other alien names)
Moveset:
1- Headbutt. Think onos swipes but a little stronger and a lot slower.
2- Turtle. Crouches into a protected position. Stationary.
3- Shoulder ram. Knocks marines around, sends them flying. Can use multiple marines to create a domino effect.
4- Stomp. Rears up on two legs and crashes down. Moves forward slightly and instantly kills marines above it when raising, or below it when falling. Knocks down nearby marines.
Description:
Bulks evolved to defensively counter some of the flaws in other aliens. They developed thick bullet-stopping plates, and instead of external nerve bundles that can be seen on several aliens like skulks and fades, the Bulk has its nerve bundles underneath these plates.
The name of the game with this guy is "THOU SHALT NOT PASS." Bulk is based off the idea of a defensive Onos. The thing is slow as hell, but can stall and set up some killer ambushes.
From the front, Bulks are nearly impervious to bullet/shell fire. Explosives, flame, and knives will do damage. Surrounding or catching them from the rear is the best way to take these things down. They cannot strafe, but must turn using the left/right keys. (mouselook has a somewhat limited range as well) Because of these attributes, the style of play with a Bulk will be around making routes impassable or very undesirable to marines. The Bulk will be used in passages likely designed for it, where it takes up almost the whole passage. Working in conjuction with teams of skulks, the Bulk can cut off routes of escape or can occupy marines long enough for an ambush.
Moveset explanations:
Headbutt is simple.
Turtle - Bulk lines up its plates in a sort of "crouch" and becomes immune to all bullet/shell fire from the front. Fire and explosive damage is reduced. Knives, however, can be pried through the plates to get at sensitive parts, so knife damage is INCREASED. It takes two to three seconds to enter or exit this state. During entrance and exit animations, the damage modifiers are in place. In this way a bulk can protect itself from fire immediately but if swarmed by knives it cannot immediately fight back. To counter this, if skulks can get to the marines via a vent while they have their knives out...
In this state, the Bulk actually widens its stance a small amount, so where units may have been able to get around it before, are now unable to pass by.
Shoulder ram - marines hit by this take relatively little damage, but are hurt if they hit anything. They are sent back in a ragdoll sort of animation, and knock down any other marines they come into contact with while flying. This can be used to knock down jetpackers as well, since the extra weight of a second marine will be too much for the jetpack.
Stomp - Can be used to crush jetpackers trying to fly over the Bulk, or get anyone foolish enough to get close. A relatively long attack animation. While raised up, the Bulk exposes its lesser-armored underbelly and insides of its legs, taking full damage from any weapon of any kind. Nearby marines are knocked down in a similar fashion to the onos stomp, but in a radial pattern instead of a direct line.
Thoughts?