Marine heavy armor.

JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
<div class="IPBDescription">Should it be buffed in some way?</div>I'm not sure if this has been discussed before and if it has then just ignore this thread, but i was wondering if the marine heavy armor should get some sort of passive skill or active one.
Nothing too overpowered but considering this is NS2 and all of the marines equipment has been updated to fight off the Kharaa you would expect the marines heavy armor to reflect that as well. Instead of just added protection from the Kharaa ( and the very obvious noise given off when moving ) perhaps it could do something else, maybe augment the marines natural abilities e.g. increased melee damage, slightly faster run speed, increased accuracy with weapons.

Everyone seems to be on the topic of the Onos's disruptive abilities, but we never really hear about any new skills for the bog standard marines beyond new weapons, which are great don't get me wrong, but you would think an advanced military force that has to deal with a predominantly melee focused enemy would update their current power armor to deal with situations (Which there would be a lot of) where the user is given a fighting chance in a CQB.
Instead of have a sprint ability in the armor perhaps could have a skill where the power armor bursts forwards 5 - 6 feet, if the user comes into contact with an alien it renders them stunned for a moment (Stops fades just jumping into a fight, ripping a marine up within less than a second and blinking out).

Like i said i'm not sure if this has been discussed before or if there's a thread somewhere detailing updates to the heavy armor that i'm not aware of, if so i apologise.
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Comments

  • AhabAhab Join Date: 2002-11-09 Member: 7851Members
    I think the heavy should run even slower than the normal marine. But i like the idea. Maybe a bigger flashlight to illuminate very big rooms. More melee damage also makes sense. What about louder footsteps on the contrary. Many possibilities!
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Well usually the purpose of a power armor is to enchance the wearers natural abilities, while affording them extra protection. Would make sense to buff the marines heavy armor in someway.
    Come on this is the future, they have phase gate technology and teleportation technology .. some of the most advanced structures ever created, yet the heavy armor doesn't even have a damn cup holder, so much for a more advanced culture...

    But in all seriousness the marines should be enhanced in certain ways, the recoil of weapons should be lessened to a degree to allow for greater accuracy for starters.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited September 2010
    the heavy exo-suit comes with the ability to enter "lockdown" mode where mobility is decreased but accuracy is increased.

    the heavy exo-suit allows for the purchase of the dual wielding minigun upgrade which allows you to be BAMF Samuel L. Jackson.

    /thread
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1800266:date=Sep 29 2010, 10:58 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Sep 29 2010, 10:58 AM) <a href="index.php?act=findpost&pid=1800266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well usually the purpose of a power armor is to enchance the wearers natural abilities, while affording them extra protection. Would make sense to buff the marines heavy armor in someway.
    Come on this is the future, they have phase gate technology and teleportation technology .. some of the most advanced structures ever created, yet the heavy armor doesn't even have a damn cup holder, so much for a more advanced culture...

    But in all seriousness the marines should be enhanced in certain ways, the recoil of weapons should be lessened to a degree to allow for greater accuracy for starters.<!--QuoteEnd--></div><!--QuoteEEnd-->

    read the wiki man.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Ah well if it's been addressed then fair one.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Tig is referencing the known special abilities of Heavy Armor.

    If you have new ones, you can still suggest them.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited September 2010
    Uh wtf?
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor</a>
    "instead of clips and ammunition, weapons will work on a cool-down basis."? "Dual Wield MG"? "Lockdown mode"?
    These are <b>known</b> special abilities? Who wrote this, and when were these things ever mentioned? (Outside our imaginations and the I&S forums.) This wiki needs citations.

    I like the OP's jetjump idea, but I dunno about the stun. Maybe just momentum with knockback and damage, a la the Onos. I agree with the general gist of the post as well, the Exoskeleton should enhance the wearer's abilities. Also, this isn't some knight in a heavy suit of armour, so it shouldn't move slower, this is a robotic exoskeleton so it should move with greater power. Dual wield MG does sound cool though, I don't like the other two "features" however.

    Personally, I'm more worried about the visual aesthetics of the Exoskeleton (and the motion that accompanies the look). I don't want it to look like a man trudging along in a suit of armour, as in NS1. I want it to be more of a powered armour, with basically better everything (movement, raw power) without making the vanilla marine obsolete, which is why the jetjump idea speaks to me. And these are just my personal preferences, but I'd also like it to be more 'human' - i.e. somehow show the face; and I want it to look powerful, but not super bulky as in the WH40k space marines. Something along the lines of these:
    <a href="http://img259.imageshack.us/img259/6537/redeyesv08covernv4.jpg" target="_blank">http://img259.imageshack.us/img259/6537/re...v08covernv4.jpg</a>
    <a href="http://img259.imageshack.us/img259/3715/redeyesv01frontcovernw4.jpg" target="_blank">http://img259.imageshack.us/img259/3715/re...ontcovernw4.jpg</a>
    <a href="http://img259.imageshack.us/img259/8072/redeyesv04coverga9.jpg" target="_blank">http://img259.imageshack.us/img259/8072/re...v04coverga9.jpg</a> (sniper)
    <a href="http://img509.imageshack.us/img509/1202/redeyesv05coverxc3.jpg" target="_blank">http://img509.imageshack.us/img509/1202/re...v05coverxc3.jpg</a> (stealth)
    But, seeing as they've already modelled it, but are yet to reveal it (whyyyy? i want it NOW), I just hope that they did create it along the same criteria.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1800374:date=Sep 30 2010, 04:46 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Sep 30 2010, 04:46 PM) <a href="index.php?act=findpost&pid=1800374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh wtf?
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor</a>
    "instead of clips and ammunition, weapons will work on a cool-down basis."? "Dual Wield MG"? "Lockdown mode"?
    These are <b>known</b> special abilities? Who wrote this, and when were these things ever mentioned? (Outside our imaginations and the I&S forums.) This wiki needs citations.

    I like the OP's jetjump idea, but I dunno about the stun. Maybe just momentum with knockback and damage, a la the Onos. I agree with the general gist of the post as well, the Exoskeleton should enhance the wearer's abilities. Also, this isn't some knight in a heavy suit of armour, so it shouldn't move slower, this is a robotic exoskeleton so it should move with greater power. Dual wield MG does sound cool though, I don't like the other two "features" however.

    Personally, I'm more worried about the visual aesthetics of the Exoskeleton (and the motion that accompanies the look). I don't want it to look like a man trudging along in a suit of armour, as in NS1. I want it to be more of a powered armour, with basically better everything (movement, raw power) without making the vanilla marine obsolete, which is why the jetjump idea speaks to me. And these are just my personal preferences, but I'd also like it to be more 'human' - i.e. somehow show the face; and I want it to look powerful, but not super bulky as in the WH40k space marines. Something along the lines of these:
    <a href="http://img259.imageshack.us/img259/6537/redeyesv08covernv4.jpg" target="_blank">http://img259.imageshack.us/img259/6537/re...v08covernv4.jpg</a>
    <a href="http://img259.imageshack.us/img259/3715/redeyesv01frontcovernw4.jpg" target="_blank">http://img259.imageshack.us/img259/3715/re...ontcovernw4.jpg</a>
    <a href="http://img259.imageshack.us/img259/8072/redeyesv04coverga9.jpg" target="_blank">http://img259.imageshack.us/img259/8072/re...v04coverga9.jpg</a> (sniper)
    <a href="http://img509.imageshack.us/img509/1202/redeyesv05coverxc3.jpg" target="_blank">http://img509.imageshack.us/img509/1202/re...v05coverxc3.jpg</a> (stealth)
    But, seeing as they've already modelled it, but are yet to reveal it (whyyyy? i want it NOW), I just hope that they did create it along the same criteria.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Honestly, i would facepalm so hard my face would fall off if they made the headgear in the same fashion of your links.
    Whats the point of massive armor if the most precious bodypart of all is exposed?

    I mean, sure the guys on those pictures could probably stomp a grenade down, but a throwingknife in the face and they'd be wasted.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    The lockdown and dual wields I think were in some other posting. Maybe they were just ideas being thrown out, I can't remember, but they definitely were from the devs at some point in my memory. As for the "cooldown" I have no idea where that came from.

    I almost always look to this link for citations:
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/What%27s_new_from_NS1" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...7s_new_from_NS1</a>

    Unfortunately, the Exoskeleton/HA features aren't cited.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited September 2010
    I has proofs!

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107545&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...107545&st=0</a>
    ^Twitter post about making a "lockdown" mode.

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109255" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=109255</a>
    ^Where we found in the game code an entry for "Dual Minigun Tech". Also Lockdown Tech.

    Also, found the Twitter posts and updated the "What's New" page with linkies.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited October 2010
    <!--quoteo(post=1800376:date=Sep 30 2010, 11:05 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Sep 30 2010, 11:05 PM) <a href="index.php?act=findpost&pid=1800376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly, i would facepalm so hard my face would fall off if they made the headgear in the same fashion of your links.
    Whats the point of massive armor if the most precious bodypart of all is exposed?

    I mean, sure the guys on those pictures could probably stomp a grenade down, but a throwingknife in the face and they'd be wasted.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's a neck and jaw guard. The designs exhibit power, defense, flexibility, movement and organicity (finally found the word I was looking for). Also, I suppose <a href="http://www.bodyarmornews.com/images/military-body-armor-interceptor.jpg" target="_blank">this guy</a> has pointless armour, because his face isn't covered?Halo's motorcycle-helmet visor approach may be a good compromise, but with transparency (so you can see the face), but eyeholes through a metal helmet? Geez, I hope not.

    spellman23: Ugh. is all I have to say. Exoskeletons should emphasise greater mobility, rather than less. I guess I don't have to play like a glorified turret if I don't want to, though. Maybe you should add these citations to the wiki.
    Nothing for the -ammo+cooldown thing though?
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    cover the face. just do it like warhammer 40k space marines. NS1 borrowed from space hulk anyway. it's actually the skin/model i used for NS1 along with my Aliens movie skins.

    throw your own twist on it though.

    <img src="http://images.wikia.com/warhammer40k/images/8/86/Marine.jpg" border="0" class="linked-image" /><img src="http://games.softpedia.com/screenshots/Fallout-3-Mod-Warhammer-40k-Space-Marine-Armor_1.jpg" border="0" class="linked-image" />
    <img src="http://fc09.deviantart.net/fs27/f/2008/124/e/e/Warhammer_40k_Space_Marine_by_old_stone_road.jpg" border="0" class="linked-image" />
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited October 2010
    I disagree with covering the face. Women's rights and all.

    No, but seriously, I do want to see the face (or part of the face), because I want the look to be more 'human', and more organic. I'm not really expressing it very well, but I remember Charlie or Cory, in earlier days, were talking about the marine visual design and how they wanted to move away from the robotic clone ('Robocop') look, and into a more distinctly living, human look. I agreed with that idea, and I hope they did consider that when they designed the exoskeleton.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1800503:date=Oct 1 2010, 04:39 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Oct 1 2010, 04:39 PM) <a href="index.php?act=findpost&pid=1800503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree with covering the face. Women's rights and all.

    No, but seriously, I do want to see the face (or part of the face), because I want the look to be more 'human', and more organic. I'm not really expressing it very well, but I remember Charlie or Cory, in earlier days, were talking about the marine visual design and how they wanted to move away from the robotic clone ('Robocop') look, and into a more distinctly living, human look. I agreed with that idea, and I hope they did consider that when they designed the exoskeleton.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://nukoda.com/wp-content/uploads/2010/06/823693-spacemarinewh_super.jpg" border="0" class="linked-image" /> <img src="http://bulk2.destructoid.com/ul/133741-spacemarine.jpg" border="0" class="linked-image" /> <img src="http://gamesnet.vo.llnwd.net/o1/gamestar/objects/109227_main.jpg" border="0" class="linked-image" />
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1800438:date=Oct 1 2010, 02:21 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Oct 1 2010, 02:21 AM) <a href="index.php?act=findpost&pid=1800438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing for the -ammo+cooldown thing though?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have no idea where that came from and saw no proof in my giant Twitter search.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    first time i hear that too. that lockdown thing i did read, tho.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited October 2010
    Tig: Mostly what I'm getting from you is that you're a WH40k space marine fan, and that's cool. I like their design too. But not in this context: they're buff-as-f^ck supersoldiers, in a galaxy full of "space-elves" and raging or<b>k</b>s. Removing the helmet does make for a cool design I agree, but, as Twiggeh made the point against me earlier, it removes practicality. The mask-less helmet is sort of a visual compromise between the two, but also potentially realistic - that sort of helmet has been in use by the military for decades. Buff up the standard vanilla frontiersman helmet a bit, give it a bit more coverage, design it according to the Rule of Cool, and I think you'd have a good design for the "heavy armour" exoskeleton helmet. The images I linked to have done exactly that, for their fictional world, and are just examples of how it has already worked.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited October 2010
    I think we are going to get quite a surprise with the marine heavy armour. For starters, they have already mentioned that it is more appropriate that it is called an 'exo-suit' rather than heavy armour. This leads me to think that it is going to be more akin with the 'loading suit' from 'alien 2' (they have mentioned alien as their influence many times before).

    Also, it has dual miniguns. ###### dual miniguns... No man could handle that without some big hydraulic suit. The fact that it locks down sums it up.

    I think it will be a rival to the Onos, and will be less common than in NS1. Something the aliens will fear, because heavy armour never seemed to bother me.

    <img src="http://www.starshipmodeler.org/gallery7/fg_loader2.jpg" border="0" class="linked-image" />
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Would be good to give the 'exo-suit' some abilities that could counter the aliens more effectively, does any one else have memories of the Fade just blinking through a group and picking off the squishie marines and just completely ignoring the heavy armored ones? Was quite hard to stop them, even with an 3 - 5 marines armed with shotguns.
    As Runteh said the armor should be something the Kharaa fear, not laughed at while the Kharaa run rings around it.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited October 2010
    I wouldnt say that. I never touched fade (as alien), yet i took out quite a bunch of them without to much losses in my squads.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    edited October 2010
    Either i was extremely unlucky or you were really good, either way a fairly competent fade had the ability to tear through a squad with relative ease, unless while blinking out of a fight he accidently clips the wall.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1800268:date=Sep 29 2010, 12:06 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Sep 29 2010, 12:06 PM) <a href="index.php?act=findpost&pid=1800268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u>the heavy exo-suit comes with the ability to enter "lockdown" mode where mobility is decreased but accuracy is increased.</u>

    the heavy exo-suit allows for the purchase of the dual wielding minigun upgrade which allows you to be BAMF Samuel L. Jackson.

    /thread<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since when was high-accuracy + decreased mobility a good thing for the marine team?

    Answer: never was (unless you like to just play on the alien team).

    (Jet-Packs + marines launching teargas + flamethrowers in flight) > slow moving heavy ( <- sorry the battle was over before you finished walking out of marine start, and way before you were able to enter "lockdown/easy-target for all forms of alien life including the gorge" mode.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    edited October 2010
    <!--quoteo(post=1800684:date=Oct 3 2010, 06:14 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Oct 3 2010, 06:14 PM) <a href="index.php?act=findpost&pid=1800684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since when was high-accuracy + decreased mobility a good thing for the marine team?

    Answer: never was (unless you like to just play on the alien team).

    (Jet-Packs + marines launching teargas + flamethrowers in flight) > slow moving heavy ( <- sorry the battle was over before you finished walking out of marine start, and way before you were able to enter "lockdown/easy-target for all forms of alien life including the gorge" mode.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Very true, the marine team is facing a very agile alien race and reducing their ability to keep up with them in any way just doesn't make much sense, even if it does afford them a higher degree of accuracy since the Kharaa are well known for their ability to run rings around the marine team while taking heafty chunks out of their behinds.
    Besides does it say any where how long it would take for the armor to go into this 'lockdown' mode? Is it instant or does it take a few seconds for the heavy armor to hunch down?
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I'd say that the exo is meant for reinforcing frontlines and defending crucial locations like deployed MASCs, not so much for hunting down and rushing aliens.
  • Baron_Bad_EggBaron_Bad_Egg Join Date: 2004-07-09 Member: 29823Banned
    edited October 2010
    <!--quoteo(post=1800713:date=Oct 4 2010, 12:21 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Oct 4 2010, 12:21 AM) <a href="index.php?act=findpost&pid=1800713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd say that the exo is meant for reinforcing frontlines and defending crucial locations like deployed MASCs, not so much for hunting down and rushing aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    agreed. they are basically like human sentries IMO. and, if necessary, they can be used to charge and destroy a hive quickly. but they'd have to do it quickly. otherwise om nom nom. slower reflexes as a secondary attack but more accuracy (maybe make them squat and plant as an animation to show why it has more stability).

    they should still be able to move at a normal speed but while running their aim should be way off. perhaps make them jump higher than normal marines (hydrolics)

    remember, they still get an armor upgrade.... so it's not like they couldnt take a few bites.. and with devour gone... you get the point. they will still be a force to be reckoned with
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    I agree that the current direction for heavies (from what we've heard) doesn't seem to make much sense. Instead of the heavy being a big, lumbering, clanking suit, it should (as the new name exoskeleton suggests) improve the standard marine's health, speed, and damage output. I would imagine that it would become sort of the marine equivalent of what a Fade is currently in NS 3.1; a kind of supersoldier. Of course, this is purely from the viewpoint of, "let's make it different from NS1."
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Mobility is currently given by the Jetpack, having the Exosuit take the opposite path creates a nice gameplay dichotomy. Do you tech to keep up with the aliens? Or do you tech to push them back, room by room?

    Having fast jetpackers flying above and fast supersoldiers running below will yield less gameplay variety. After all, the game is supposed to be asymmetrical, we don't really want the marine team to be able to keep up with the aliens do we?
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1800620:date=Oct 2 2010, 12:59 PM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Oct 2 2010, 12:59 PM) <a href="index.php?act=findpost&pid=1800620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would be good to give the 'exo-suit' some abilities that could counter the aliens more effectively, does any one else have memories of the Fade just blinking through a group and picking off the squishie marines and just completely ignoring the heavy armored ones? Was quite hard to stop them, even with an 3 - 5 marines armed with shotguns.
    As Runteh said the armor should be something the Kharaa fear, not laughed at while the Kharaa run rings around it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i'd say that depends entirely on the minigun delay. assuming the minigun is a chain gun, there's always a second or two to wait while the barrels spin before bullets fly out. if that's the case then fades will laugh at the exosuits.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1800586:date=Oct 2 2010, 04:03 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Oct 2 2010, 04:03 AM) <a href="index.php?act=findpost&pid=1800586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tig: Mostly what I'm getting from you is that you're a WH40k space marine fan, and that's cool. I like their design too. But not in this context: they're buff-as-f^ck supersoldiers, in a galaxy full of "space-elves" and raging or<b>k</b>s. Removing the helmet does make for a cool design I agree, but, as Twiggeh made the point against me earlier, it removes practicality. The mask-less helmet is sort of a visual compromise between the two, but also potentially realistic - that sort of helmet has been in use by the military for decades. Buff up the standard vanilla frontiersman helmet a bit, give it a bit more coverage, design it according to the Rule of Cool, and I think you'd have a good design for the "heavy armour" exoskeleton helmet. The images I linked to have done exactly that, for their fictional world, and are just examples of how it has already worked.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i wouldn't say i'm a fanboy, i just really liked the idea that everyone seemed to steal. lets not start a flame war, i know all of this stuff boils down to tolkien and that he used mythology but hey, warhammer was first to put out the "look! elves, orcs, humans, dwarves fight each other and then, look! they still fight each other as evolved species in the future"

    that being said, i thought the new exosuit was supposed to not inhibit movement and not be something monstrous. i don't remember where i read that, but it made me think of the space marines from warhammer. they seem like they would keep up with a vanilla marine and be able to take more hits. nanites can explain the dual wielding.

    whatever route they choose, i just hope they make it so the exosuit is as viable as the jetpack. getting HA in NS1 was something done to a base defender or when the whole team got them and slow pushed while welding. seeing as the command can't make that strategy decision anymore, i just want people to have a good enough reason to get an exosuit. i suppose it has to be jetpack = fade, exosuit = onos.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    It's just that a jetpack can dance around an onos like a fly around a cow, especialy with boneshield.
    The way it is, the jetpack is still more viable.

    I guess exos are anti structure classes <b>like</b> the onos.
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