Onos - No Stun? Like in NS1

oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
edited February 2012 in NS2 General Discussion
According to twitter from UWE:

"<i>Oh - Onos stomp doesn't do anything against marines as in NS1. It should probably do something (but don't want to glue them to ground)</i>"

I thought the stomp was good to have for a onos, that could solve all the heavy rushes, so alien dont get overruned. Giving the onos a purpose in-game. Not just being an awesome tank but to stop the enemy from rushing in, While fade is "hit-and-run" type of purpose. Then we got the awesome lerk that support the team with gellow gas to prevent the bullets to hurt the alien team-members. Giving all alien life form a perfect tactical reasons to have player for each life form. Giving it a function in the game.

Any thought guys? I really suggest that giving the stun ability for onos would make the onos more effective in-game. <!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Please just let it be like NS1, NS1 was just so perfect<!--sizec--></span><!--/sizec-->

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    fiction wise i imagine that the onos would disrupt any marine technology: all weapons, exosuits (jetpacks as well), but they would not stun the marine in place (like ns1 did). That will also make marines run in fear from him. well, not really in fear, more because their weapons are disrupted, but the result is the same and would add to the immersion of the game
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    edited February 2012
    As Flayra doesn't seem to want to glue the marines to the surface, how about a quite strong "slow"? 50-80% or something (or whatever "feels right")?
    I know for a fact that I would become shaky and my knees would fail me if I stood face-to-face with an Onos growling at you!

    Edit:
    I like Schimmel's idea better :p
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    So here is how the onos attack currently work:
    Gore = lots of damage and marine knockdown (stun)
    Stomp = temporarily disrupts nearby marine structures but no damage or stun to marines

    If you want to stun marines, use gore on them.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I personally think that if stomp just uses the disorientation that you get from gorge spit that would be enough of an effect. Not too severe, but the vibrations in the floor shake your whole body, so you have a "LITTLE" disorientation. :)

    The effect to me, except the green slime on the face (nice touch by the way), already makes me feel like I've been stomped. :)

    I want to highlight little, not even as much as the gorge spit, just a very mild disorientation effect.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    In NS1, "stomp causing stun" works as a game mechanic because, in an even game, marines will always have heavy armor or jetpacks by the time stomping onos are on the field. Jetpacks fly above the shockwave and don't get stunned, while heavies say "I was already moving pretty damn slowly, and I'll still gun you down." The ability didn't make the onos do anything special in 1v1 situations, but it DID help his lower-tech teammates to engage otherwise-untouchable enemies (just like the lerk's primal scream and umbra).

    In order to get that same motif in NS2, you have to do a lot more than just make the onos stomp stun enemies. You have to give marines heavy armor as an option, and you have to give the aliens proper ranged weapons to fight jetpack marines. As we've seen time and time again, UWE isn't interested in remaking NS1 with prettier graphics. Hopefully they find a way to make stomp have a similar effect without wasting the opportunity to redesign things for the better.
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