Hunter cloak sprite = all fours

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Whistle
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Hunter cloak sprite = all fours

Post by Whistle » 07 Aug 2016, 22:16

Summary (a quick, 2-3 sentence summary): Change the sprite of hunter cloak = to Benefits (How this will benefit the server and game as a whole): See previous thread. viewtopic.php?f=86&t=7993&p=86875&hilit ... oak#p86875

This will change the alien from a 8+ foot giant black lizard monster standing on all fours to it's much more realistic stalking stance, ON ALL FOURS.
This will reduce it's ability to be seen because it's not trying to hunt someone by standing at it's full extended height, which given any thought is slightly silly and in gameplay = the size of the full tile.
This will also bridge the gap in sprite between runners/hunters via caste looks, as both will be seen to run on all fours, which is canonically correct


From observations since this time I have seen approximately 0 uses of cloak bar my own experiments, of those times combat effectiveness was also approximately %5.

Details (Description of how you think this would work, the benefits, etc):

I feel the main issue is the the sprite is over all lighter, there are more white marks, it is also much bigger and is easier to spot between floor tiles especially along the head.

Most notably is this one. EDIT: There are three hunters in the following screenshot. Two new sprites, one old.

https://gyazo.com/f283f03555a3c2398c5fdc0e5f215591

Both old and new hunters are facing north, both right next to each other.


These are all taken in near full light environments, I would be happy to fetch more in darker environments upon different terrain.

Implementation (Optional, if you have an idea how to implement it): Change cloak sprite to reflect an animal stalking/ pouncing.
Last edited by Whistle on 17 Aug 2016, 16:25, edited 2 times in total.

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Warnipple
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Re: Evidence, Hunter Cloak.

Post by Warnipple » 07 Aug 2016, 22:21

-1

Hunter cloak is only good on weeds (their natural habitat). I find it rather silly that a hunter can cloak in plain sight, i.e. on floor tiles.
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Whistle
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Re: Evidence, Hunter Cloak.

Post by Whistle » 07 Aug 2016, 22:25

As you can see in the tiles, cloaking on weeds is still pretty obvious compared to what it once was.

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Jdobbin49
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Re: Evidence, Hunter Cloak.

Post by Jdobbin49 » 07 Aug 2016, 22:40

Warnipple wrote:-1

Hunter cloak is only good on weeds (their natural habitat). I find it rather silly that a hunter can cloak in plain sight, i.e. on floor tiles.
They are hunters, they should be able to go out on to most terrains and hunt. If they are limited to just weeds then first of all marines are gonna be very aware there could be a danger and second of all a lot of the time until aliens start pushing a bit weeds are only in the hive.
Before the new sprite you were able to be slightly visible on the jungle tiles which as far as I am aware you can't weed.
Hunters shouldn't be restricted to just weeds because it limits their playability SO much.

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Whistle
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Re: Evidence, Hunter Cloak.

Post by Whistle » 08 Aug 2016, 10:46

Also of note, these images were taken upon new weeds which are a more solid black than the old ones.

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Toroic
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Re: Evidence, Hunter Cloak.

Post by Toroic » 13 Aug 2016, 12:16

I see a huge difference between the old and new sprites in terms of visability, to the point that I don't believe the new sprite is effective camoflage.

For a while we had the old sprite while cloaked, and while the new sprite matches better, it represents a significant nerf to the hunter caste that I think was unintended.

I would greatly appreciate if some of the frequent hunter players would add their input, as this affects you guys the most.
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SecretStamos (Joshuu)
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Re: Evidence, Hunter Cloak.

Post by SecretStamos (Joshuu) » 13 Aug 2016, 12:53

We can always adjust the alpha channel of the cloaked icon if need be.

I did see a hunter successfully use cloak to ambush two marines last round. Could have been a special case, but I've definitely seen it in it's current state put to use

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Re: Evidence, Hunter Cloak.

Post by Neray » 13 Aug 2016, 13:02

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Re: Evidence, Hunter Cloak.

Post by Casany » 13 Aug 2016, 13:14

So, last month when Ice map was being tried out, I saw a hunter use its cloak to kill 4 marines and injure 3 more in a span of 7 minutes. I have been a hunter a few times and I agree the cloak could be adjusted but I still think it's viable. I'm going neutral
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Toroic
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Re: Evidence, Hunter Cloak.

Post by Toroic » 13 Aug 2016, 13:18

Casany wrote:So, last month when Ice map was being tried out, I saw a hunter use its cloak to kill 4 marines and injure 3 more in a span of 7 minutes. I have been a hunter a few times and I agree the cloak could be adjusted but I still think it's viable. I'm going neutral
Because of the white background of the snow, ice colony has the cloak work much better than on other weed covered backgrounds, on par with the old sprite.

I'm glad that you brought up that example, but off snow all the white spots make it much easier to see a cloaked hunter.
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Re: Evidence, Hunter Cloak.

Post by Reuben Owen » 13 Aug 2016, 17:05

I've noticed this too.

It used to be that I could cloak anywhere with little/no worry and could even move around cloaked and marines usually wouldn't notice, even when I pounced cloaked onto a marine.

Now I have to pay attention because sometimes I get caught cloaked standing still and on weeds. Moving around cloaked is out of the question (unless its like 1 square just to attack/disarm/infect).
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Re: Hunter cloak sprite = all fours

Post by Snypehunter007 » 18 Jun 2017, 19:40

Denied. It won't make a large difference and it sprite will most likely be larger on all fours mechanic wise, if implemented.
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