Author Topic: Adv. Basilisk and Lucy  (Read 22286 times)

Terror of the East

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Adv. Basilisk and Lucy
« on: May 30, 2006, 10:14:20 pm »
I have one simple solution that "fixes" Adv. Basilisk supposed suckiness. It seems to me that the Basilisk is ultimately a defensive class, as it requires a little patience and good reflexes/timing. It can be used offensively in the hands of skilled players, but as consensus shows most of you simply don't want to commit the time when there's deadlier classes available.

Going along with the defensive basilisk idea, I think it would be very neat if Adv. Basilisk gas blinded ALL units regardless of armor. Logically everything can be blinded with gas i.e. helmets don't provide IR and the bsuit has a little camera that can be blinded. This provides the basilisk the needed edge when a stuck human basically shoot at any angle. Blinded the human could still potentially kill the basilisk but he'll be shooting in random directions. This also enables the basilisk once again to act as a decoy/guerrilla fighter so larger classes can kill the blinded human.

Another little thing I'd like to see done to the Lucifer Rifle is a chargeup sound to indicate weapon is being powered up and when the limit is reached to be made global i.e. every unit can hear it. If a tyrant can booming roaring noise every 5 seconds so should a lucifer.

These are both minor changes that have dramatic impact on gameplay if noted expertly.

Norfenstein

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Adv. Basilisk and Lucy
« Reply #1 on: May 31, 2006, 04:31:07 pm »
My idea was for the gas to slow humans like creep does, in addition to muddling the view of lightly armoured humans. So you'd still get extra protection for wearing more expensive armour, but the basilisk would also still be useful against everything as a support class (plus it'd fit in with the movement restricting ability the basilisk already has). For consistency's sake the poison effect ought to be dropped entirely (touching a booster would add it back).

Global sounds for lucifer cannon charging make sense, but I'm not sure how useful they would be; it's almost always obvious when an lcannon is charging, if not necessarily how much one is charged. But yea, since the tyrant never shuts up it'd probably be fair to make the lcannon noisier.

BabyAlien

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Adv. Basilisk and Lucy
« Reply #2 on: May 31, 2006, 09:32:29 pm »
My vote would be for the adv. basilisk to be able to shoot a gob of goo that has basically the same effect as the trapper.  Perhaps for bsuits it would only slow movement.

This would make the class more consistent with adv. granger and adv. goon and make the game slightly easier to play for aliens due to more transferrable skills.
ah, that wasn't a tyrant you killed, it was just a baby tyrant.

Survivor

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Adv. Basilisk and Lucy
« Reply #3 on: May 31, 2006, 09:45:16 pm »
If i'd have to go for one of the suggestions it would be terroreast's with removing sprint taken from norf. Basilisk is hard to get close to a human but even harder to get away from one. Blind would help more than movement restriction since they have longe range weaponry.
And be sure to make it work on the battlesuit as well since it would actually provide a low level evolve (2 points) that can be used against a battlesuit effectively while not truly be hefty in it's own right.
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benplaut

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Adv. Basilisk and Lucy
« Reply #4 on: June 02, 2006, 02:48:50 am »
run a damned flamer in a circle around you  :roll:
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}MG{benplaut

Basilisco

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Re: Adv. Basilisk and Lucy
« Reply #5 on: June 02, 2006, 05:23:42 am »
Quote from: "Terror of the East"
Another little thing I'd like to see done to the Lucifer Rifle is a chargeup sound to indicate weapon is being powered up and when the limit is reached to be made global i.e. every unit can hear it. If a tyrant can booming roaring noise every 5 seconds so should a lucifer.


Best suggestion i've heard in a long time.  And i guess it should be really easy to implement in the next patch. I hope a developer read the message too

[HUN]N.M.I.

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Adv. Basilisk and Lucy
« Reply #6 on: June 02, 2006, 10:36:27 am »
It also could be a little annoying, when 3 or more Lucis are charging up, and your head would explode from the sound FX  :D .
Also, 1 Luci is enough, so you can hear it anywhere. People would get frustrated and annoyed, because most players listen to the env. sounds like Humans trampling or Dretches squeeky jumping to help them orientate and navigate. Global sounds will just kill this gameplay mechanism.
You can identify a Luci if it's charging up - the owner waits before fireing :D.
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Neo

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Adv. Basilisk and Lucy
« Reply #7 on: June 02, 2006, 10:55:18 am »
but cos there isn't any sound you won't know what he's really doing til he actually does something ;)

hodge

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Re: Adv. Basilisk and Lucy
« Reply #8 on: June 07, 2006, 05:09:41 pm »
Quote from: "Terror of the East"
I have one simple solution that "fixes" Adv. Basilisk supposed suckiness. It seems to me that the Basilisk is ultimately a defensive class, as it requires a little patience and good reflexes/timing. It can be used offensively in the hands of skilled players, but as consensus shows most of you simply don't want to commit the time when there's deadlier classes available.

Going along with the defensive basilisk idea, I think it would be very neat if Adv. Basilisk gas blinded ALL units regardless of armor. Logically everything can be blinded with gas i.e. helmets don't provide IR and the bsuit has a little camera that can be blinded. This provides the basilisk the needed edge when a stuck human basically shoot at any angle. Blinded the human could still potentially kill the basilisk but he'll be shooting in random directions. This also enables the basilisk once again to act as a decoy/guerrilla fighter so larger classes can kill the blinded human.

Another little thing I'd like to see done to the Lucifer Rifle is a chargeup sound to indicate weapon is being powered up and when the limit is reached to be made global i.e. every unit can hear it. If a tyrant can booming roaring noise every 5 seconds so should a lucifer.

These are both minor changes that have dramatic impact on gameplay if noted expertly.
Personnally I believe that the Adv Basilisk is fine how he is. The Adv. Basilisk is a basically a class to punish humans that fail to reach s2 before aliens, human noobs or the foolish human that is too cheap to wear the proper gear.

DarkRogue

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Adv. Basilisk and Lucy
« Reply #9 on: June 07, 2006, 05:28:26 pm »
The simplest thing to improve basilisk/advanced basilisk is to fix it's 'grab'.

As it stands you need a sub 100 ping to usually even register that you HAVE grabbed someone. And if you're really fucking unlucky they have their mouse sensitivity so high that grab is worthless, they can turn and aim just fine. Two shot gun blasts and your bas/adv bas is dead.

If humans are S3 luci cannon to the feet and the bas/adv bas is dead with MINIMAL dmg to the grabbed target.

Improving gas is all well and good but won't change the fact they can still aim and fuck you over even if you're slightly behind them. Lock them to the X axis viewing (ie turn off mouse look when grabbed) and you'll see bas/adv bas usefulness sky rocket.
n game name: Xiane

Vector_Matt

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Adv. Basilisk and Lucy
« Reply #10 on: June 07, 2006, 06:43:32 pm »
Quote from: "DarkRogue"
Lock them to the X axis viewing (ie turn off mouse look when grabbed) and you'll see bas/adv bas usefulness sky rocket.
Or set mouse sensitivity to a certain number when grabbed (so it's posible to kill the basilisk but not easy)?

Chojin

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Adv. Basilisk and Lucy
« Reply #11 on: June 07, 2006, 06:43:36 pm »
Quote
And if you're really fucking unlucky they have their mouse sensitivity so high that grab is worthless, they can turn and aim just fine.


Arg ! I was already wondering if something was wrong with that one server I was playing on :o BUGBUGBUGBUG!

SLAVE|Mietz

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Adv. Basilisk and Lucy
« Reply #12 on: June 07, 2006, 07:05:00 pm »
Quote from: "Neo"
but cos there isn't any sound you won't know what he's really doing til he actually does something ;)


If we talk about sounds, i would like to make the jetpack quieter, its really loud. sometimes its hard to hear anything else, and i get a headache after a while.

Neo

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Adv. Basilisk and Lucy
« Reply #13 on: June 07, 2006, 08:01:48 pm »
Quote from: "Vector_Matt"
Quote from: "DarkRogue"
Lock them to the X axis viewing (ie turn off mouse look when grabbed) and you'll see bas/adv bas usefulness sky rocket.
Or set mouse sensitivity to a certain number when grabbed (so it's posible to kill the basilisk but not easy)?


Except those settings have no affect on the sensitivity of the mouse itself. Like I have to use a low setting anyway for my 1600dpi Razer Diamondback, else i'd go spinning like mad.

next_ghost

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Adv. Basilisk and Lucy
« Reply #14 on: June 08, 2006, 10:54:49 am »
Quote from: "Vector_Matt"
Quote from: "DarkRogue"
Lock them to the X axis viewing (ie turn off mouse look when grabbed) and you'll see bas/adv bas usefulness sky rocket.
Or set mouse sensitivity to a certain number when grabbed (so it's posible to kill the basilisk but not easy)?


Making hard limit to rotation angle (eg. 70 degrees in both directions from the original grabbed position) would be better.
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Stof

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Adv. Basilisk and Lucy
« Reply #15 on: June 08, 2006, 12:15:22 pm »
Quote from: "SLAVE|Mietz"
Quote from: "Neo"
but cos there isn't any sound you won't know what he's really doing til he actually does something ;)


If we talk about sounds, i would like to make the jetpack quieter, its really loud. sometimes its hard to hear anything else, and i get a headache after a while.

Yeah, good idea !
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

D.C.

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Adv. Basilisk and Lucy
« Reply #16 on: June 08, 2006, 12:39:32 pm »
I'd like the adv bas could spit a harmless sort-of-acid that creates a cloud of gas where it drops. That would help a lot to its defense capabilities and it would allow to disorient the target before getting close to it.

DarkRogue

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Adv. Basilisk and Lucy
« Reply #17 on: June 08, 2006, 04:44:16 pm »
The thing about limiting to the X axis (left/right) is due to more experienced basilisks tending to climb atop a human which in some cases nullifies the mouse sensitivity issue but not always as the moment you're atop a human the wide bounding box is easy to nail (and if nailed with the shottie you go flying several feet). Limiting to 70 degree turn might do the same job would need testing as I've seen front facing humans kill aliens that were almost 90 degrees to one side or the other thanks to the obscenely large bounding boxes the aliens use.
n game name: Xiane