Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AM
And if the enemy has their mouse to HIGH SENSITVITY, they will turn around instantly therefore making your "hold button" request resulting in stealth kills never happening.
You're exaggerating quite a bit here, but never mind that. Also, I don't favor any suggestion in particular, but apparently that point didn't get across well enough. The central point here is that stealth kills needs some form of condition added so as to prevent drive-by SKs, delayed SKs and SK jumping (the latter two in particular are to some degree a latency issue, but can still be improved upon greatly). Getting rid of the silly stealth kill conga lines would be an added bonus as well.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMTo the point where there's no point to even use heavy melee?
Was that what I said?
Regardless, I'll clarify. It should not be possible to land a continual stream of heavy attacks without fear of being interrupted by a light (due to permanently stunning the target). As for the tail, I take exception to the fact that anything that simply turns you into a spectator to your own death is "fine". But we seem to disagree on that part anyway, so I'll just leave it at that.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMAnd what about marines? they are knocked down by aliens countering them too.
Don't really give a damn about the marines, if they're dumb (or brave, whichever) enough to engage in active melee with a clearly superior foe, and get knocked down as a result of their melee attack being countered, quite frankly they deserve it.
I would, however, like to see the predator and alien put on equal footing in melee - which currently they are not.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMIn AvP2, the sniper rifle in that game was a 1 hit kill
How lucky, then, that is is not AvP2.
I'll concede that you have a point though, and if ammo pickups weren't so few and far between I might agree with you.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AM
It's their high powered weapon. Sees anythng, locks on and can track through walls.. Xray vision..
It's fine how it is. Giving it more ammo would just make marines camp with it alot more..
IMO the smartgun isn't exactly "high powered", it requires just as many rounds to kill a target as a regular pulse rifle in my experience - actually I often need more, given that headshots are pretty much impossibly with the auto-aim. Anyway, for something that requires you to drop all your other weapons (save the pistol) and takes away your ability to sprint, it could definitely use a spare clip. Again, if ammo pickups weren't so rare (you actually have no alternative but to wait for the same smartgun to spawn again) this would be less of an issue.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMYes it should and it should light targets on fire too! So if you die you can still get a burning kill on them over time. That would be the benefit to use the flame thrower instead of how it is now.. weak and useless..
Another thing that would be nice is the flame jet lighting up the predators thermal vision - something that I saw another user suggest in the Rebellion Q&A thread.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AM
You can counter them just fine if you are facing them... use weak melee but you have to know what to look for and when to expect it.. it's not that hard but not that easy at the same time..
So subsequent predator heavy attacks *are* interruptable by a light attack? I know the first one is, but had heard from multiple sources that the following heavys are not...
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AM
No it's fine. Only change that's needed is aliens Focus Attack should knock marines down just like preds do.
Well, we flat out disagree here, so not much to discuss I guess. You want to add more one-hit kills, I want more restrictions on them.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMAuto lock on has always been part of the shoulder cannon. And since it's a SLOW moving projectile.. it will be extremely hard to hit moving targets..
Yes, imagine actually having to aim. How's that for a first person shooter?
True though, the autoaim has been there for a long time, and is also a fairly iconic part of that particular weapon. I'll also freely admit that the plasma caster is a current pet peeve of mine. But regardless, it does deserve a small nerf (and not a raw damage nerf, which wasn't the best way to go about nerfing the disc either btw). I'm not holding my breath for the autoaim to be removed either (I could see the knockdown go though), but this is a wish list after all.
Quote from: AcidGlow on Apr 13, 2010, 12:16:56 AMThey could add a cooldown effect so you can't double jump after the first one for like.. 3 seconds or something.. but I got an instant remedy for you right now that will help.. aim up.. that's how I deal with bunny hoppers in Quake, Unreal Tournament.. and since they don't jump that high in AvP.. you won't have to aim very high..
I aim up already (when I have a weapon that is - dealing with bunny hoppers in melee is just plain annoying, not to mention silly), but this is more of a stop-gap measure than a fix. For solutions, a cooldown effect is probably a good bet, but the trick is going about it in such a way that it does not impede other forms of jumping (predator focus jumping, aliens jumping from surface to surface).