Onos stomp - marine effect
spacedaniel
Join Date: 2009-11-11 Member: 69348Members
How about just a "push" effect that moves every marine back, say 8 meters if they are within 2m of the stomp effect point of origin, and then less with increasing distance out to 8 meters so that a stomp basically clears an area in (for example) 16m in diameter. Why? First, it'd be a cool effect (it would also effect jetpacks and hvys but only half effect for heavys maybe), second it would get rid of all the pesky rines trying to knife the onos just for good ole times sake and make some space (great for hive protection perhaps) but it would also be balanced in the sense that it might actually give the rines a few seconds breather and not get caught in a small circle of death. That would introduce some tactic and balance in using stomp (to counter the stunned IPs, that's just mean dude).
Comments
My problem with this is Onos is still currently underpowered.
I find it's ridiculous how slow he is, every single nook and bump and even alien structures negates his acceleration, he clips with other players also, most of the time what I see is an Onos trying pathetically to scramble away from 3 marines when he realizes he doesn't have enough health to actually make it to them and attack before dying.
This would have an effect similar to ns1 stomp, but not quite as disabling, and a bit more believable.
I also think that stomp should disrupt reloads.
Best suggestion, IMHO, is just flinging people up and down a bit. Besides, it could be a 5 minutes job with LUA.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think a knock-up and short stun would be appropriate.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1. this could be similar to the rifle-butt-concussion, blurring vision a bit. knocking over seems a bit too powerful as the stomp is primarily intended against multiple structures.
I think that this would be ideal in making the onos survive head-on engagements.
I don't like the idea of him being 'invulnerable' from assaults to the front, but being heavily armoured where he can take a load of damage compared to now (To a point where marines default guns won't do anything unless upgraded) with his rear being the main weak-point.
Don't panic about the Onos just yet. Tested the Onos around my map and he's pretty free flowing, even in the secondary rooms which aren't designed for an Onos :p