An idea i was thinking of, just a logical one, is knock back. I could see this as another horrible thing about Onos charge. This could only affect those marines who do not have a JP or HA equipped.
As I recall Onos's already have knock back in their attacks although I've seen it in some servers and not all. I actually expect it and use the knock back to my advantage when I encounter one. When I get hit I make sure to jump right before and it knocks me back a little ways taking me out of the onos's attack range for a moment allowing me to inflict more damage and forcing him to close the distance again to kill me giving me a little more time to inflict damage. I doesn’t always result in a kill by me, rarely in fact but it allows me precious additional seconds to inflict much more damage that I normally would not be able to.
Onos' attacks are melee. Therefore any distance between an onos and marine gives the marine an advantage. So if you give charge a knockback, it weakens the onos.
But if you make it a knockdown/stun effect, it does create an advantage. Then if you included a knockback it would be a more balanced tradeoff. In NS1, though, stomp accomplishes this, so it would be redundant.
You might make the charge more energy consuming than it is right now (to stop spamming) give it a knock back followed by a knock down and if you end up falling against walls you receive some damage <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or make it like the paladin's charge from Diablo II <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I guess a knock down would be better than knock back, but the stun shouldn't last too long, because the onos already has his stomp ability to stun marines and you don't want too many double abilities or do you ?
I'm think the of the tank right now. It's primarily close combat, but it's punch knocks the survivors a good distance away (and stuns them).
If an onos is going one on one with a rine, knocking them back won't do too good. It's a different story in a group of marines. Use the charge to knock a rine away and that's one less shooting at you for a short time.
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But if you make it a knockdown/stun effect, it does create an advantage. Then if you included a knockback it would be a more balanced tradeoff. In NS1, though, stomp accomplishes this, so it would be redundant.
I guess a knock down would be better than knock back, but the stun shouldn't last too long, because the onos already has his stomp ability to stun marines and you don't want too many double abilities or do you ?
If an onos is going one on one with a rine, knocking them back won't do too good. It's a different story in a group of marines. Use the charge to knock a rine away and that's one less shooting at you for a short time.