Suggestion talk:20071228 Tangling Grasp affects barricade attacks

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Tangling Grasp works on barricades

Timestamp: WanYao 09:05, 24 December 2007 (UTC)
Type: zombie skill upgrade / barricade attack improvement
Scope: zombies
Description: Zombies possessing tangling grasp have the +10% bonus, and all other Tangling Grasp mechanics, apply to attacking barricades. i.e, if you hit you get a Tangled Grasp on the barricade and a +10% bonus to your next attack. If you miss (which you probably will anyway) you have a normal chance of losing your grasp. In this instance, another zombie could not "steal" your tangling grasp from you, though.

Discussion (TG works on barricades)

I can't find this, so if it's a dupe, please lemme know. Anyway... this an absurdly simple, and eminently logical, way to make debarricading a tiny bit easier... and it doesn't require any major game-changes to do so... no new skills or complicated mechanics, just an extension of a current skill. And, franky, it's not going to make that much of a difference to de-barricading rates, but hell, anything to help against over-powered barricades is something... --WanYao 09:05, 24 December 2007 (UTC)

Maybe make that when it creaks also counts as a hit? - Whitehouse 11:53, 24 December 2007 (UTC)

No. WYSIWYG. --WanYao 13:47, 24 December 2007 (UTC)
Creaks currently mean a miss, if they count it's actually a pretty big increase in accuracy, not to mention it confuses the issue of creaks vs crumbles even more.--Karekmaps?! 17:13, 24 December 2007 (UTC)
Right, how much would it result in with just working after a successful attack? - Whitehouse 18:14, 24 December 2007 (UTC)
I'm not exactly sure what you are asking.--Karekmaps?! 18:17, 24 December 2007 (UTC)

Because Whitehouse asked, and I'm sure others would, it seems a given claw attack WITH tangling grasp established would have a 30% chance of hitting (half of 60%) and maintaining grasp, 35% chance of missing and maintaining grasp, and 35% of missing and loosing grasp. But you'd need to get at least one hit in at the base (25%) hit rate before you ever saw the bonus, so this is (obviously) only gonna help if you are trying to pull down multiple levels, and only on the second and later levels. Seems good to me. SIM Core Map.png Swiers 19:26, 24 December 2007 (UTC)

I was actually thinking it'd be added to the 25%, giving you a 35% chance of hitting when you got a successful grasp. Although halving 50% + 10% actually makes more sense. Sadly... What does everyone else think: add 10% before or after the halving? --WanYao 06:21, 25 December 2007 (UTC)

Hmm... actually looks pretty good to me. I'd vote keep. Sheana T / TMZ 22:27, 24 December 2007 (UTC)

Looks good to me. Anything that helps prevent needing 100 AP to take down 17 barricade levels, as happened to my strike team the other night… ᚱᛁᚹᛖᚾ 12:58, 25 December 2007 (UTC)

Seems silly, as a barricade is an inanimate object. When you're tangled up with a living thing, that keeps it from getting away/dodging, therefore it's easier to chomp it/slash it until you lose your grasp. A barricade, however, is an inanimate object. What's it going to do to stop you? I think it's more a matter of hitting the right spot/pulling down the right thing than trying to keep it from "getting away". --Ms.Panes 04:10, 26 December 2007 (UTC)

zombies aren't shaolin monks, and TG isn't a kung fu move, zombies are not holding on through some sophsticated judo hold, but simply grasping hold of clothing etc. with their tenacious claws... so it's not about barricades getting away, it's about exactly what you said: getting a good grip, which is what TG does. I don't think it's at all a silly idea, and i don 't see how TG couldn't apply to this...--WanYao 05:31, 26 December 2007 (UTC)
Zombies roaming streets and survivors using small plastic trees and cardboard boxes as effective barricades make sense? There are plenty of things in the barricade descriptions that are easily graspable, ignoring that sometimes things should be done even if they don't make literal sense for the sake of attempting to at least look like balance matters.--Karekmaps?! 06:41, 26 December 2007 (UTC)

I'd vote keep, whether it's (25 + 10)% or (50 + 10)%/2. - Grant 06:56, 26 December 2007 (UTC)

I voted kill, for the reasons given. I could vote for a skill that gave you an increased hit rate on subsequent attacks on a barricade. I imagine you'd lose this bonus after a collapse but didn't have interference problems. That would simulate the act of working loose a piece of reinforced barricade. - Rutherford 17:09, 4 January 2008 (UTC)


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Man I am so surprised that this is not a dupe. - Pardus 11:26, 31 December 2007 (UTC)

Don't be, most people don't make zombie suggestions because they have next to no chance of passing.--Karekmaps?! 13:09, 31 December 2007 (UTC)

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