Response to b202 Onos

YbarraYbarra Join Date: 2012-03-29 Member: 149621Members, Squad Five Blue
I'm curious.. with the way the Onos performs as of b202, how will the Exo rate in comparison once released? Will it be what we're looking for to restore the "balance" or is it just going to be a Pres dump? Obviously we can only comment and rate on what we have in the build, but its worth the thought, no?
«1

Comments

  • danadadanada Join Date: 2009-12-09 Member: 69551Members
    Weird bug in Crushing Room. As a marine, I can crouch and walk under the conveyor belt, then if I jump I clip through the conveyor belt being able to shoot at aliens, then crouch to immediate safety.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited March 2012
    I'm not sure yet, but it seems like Gore might do more damage over time to buildings than Smash when they have nano shield activated, and not much less without the shield. I feel like it's confusing the role between the two attacks. Smash damage should be raised to around 150(it's 100 now, used to be 300).


    <!--quoteo(post=1920145:date=Apr 1 2012, 02:46 AM:name=danada)--><div class='quotetop'>QUOTE (danada @ Apr 1 2012, 02:46 AM) <a href="index.php?act=findpost&pid=1920145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weird bug in Crushing Room. As a marine, I can crouch and walk under the conveyor belt, then if I jump I clip through the conveyor belt being able to shoot at aliens, then crouch to immediate safety.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh good, relevance.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I agree the smash nerf was a little overkill (150 - 200 would be more appropriate) and it was fine with one being clearly anti building and the other being anti player. Currently it's just confusing. (With gore out-dpsing smash on ARCs for example)

    In addition, they need to come up with a proper solution to 1-hive onos rush strategies. I've posted numerous suggestions in the 202 release thread, I'm sure many more could be come up with.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    Onos Smash is barely better than skulk bite. Way too weak.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    Reducing the damage was obviously not the solution.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    It did solve the issue of easy power node rushes, but that wasn't the main issue with onos to begin with.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    Onos is supposed to be a late game lifeform.

    The fact that it is available at first hive is a joke in itself.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Make 1 hive onos smaller, like a baby or young onos, with less hp and armor. Then have them 'mature' at hive 2 (or 3). That'd be amazing to be honest :D.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    <!--quoteo(post=1920220:date=Mar 31 2012, 12:29 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 31 2012, 12:29 PM) <a href="index.php?act=findpost&pid=1920220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make 1 hive onos smaller, like a baby or young onos, with less hp and armor. Then have them 'mature' at hive 2 (or 3). That'd be amazing to be honest :D.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Best suggestion yet.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    The best suggestion is to tie them to second or third hive.

    Making them useless is not the most ideal solution.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1920227:date=Apr 1 2012, 05:33 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Apr 1 2012, 05:33 AM) <a href="index.php?act=findpost&pid=1920227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best suggestion is to tie them to second or third hive.

    Making them useless is not the most ideal solution.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They already come out after the second hive, and I believe your issue is with the timing of them rather than their tech requirement yes? Tying them to second hive wouldn't change anything then.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2012
    Onos don't require 2 hives FYI, that was a mistake in the patch notes. Also, a weaker version of the onos is not by any means going to be useless. It all depends on how big the armour/hp difference with a mature onos would be, but it's perfectly possible to balance. It'd still be the beefiest lifeform available at the time, but it'd need support from the rest of the team and a different playstyle than the mature onos.

    Quit thinking in black and white. Having 1 hive onos makes the game more dynamic and allows aliens to stay into the game even if they can't quickly lock down a second hive. (Which is important because pre-b200 aliens would always need a second hive in order to stand a chance where as marines can just turtle if they have a few RTs)
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    I agree that 1 hive onos reduces the crushing defeat of not being able to secure 2 hives. They are just a little overwhelming right now especially since you'll frequently find 3 or 4 onos appearing at one time.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1920237:date=Apr 1 2012, 05:49 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 05:49 AM) <a href="index.php?act=findpost&pid=1920237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos don't require 2 hives FYI, that was a mistake in the patch notes. Also, a weaker version of the onos is not by any means going to be useless. It all depends on how big the armour/hp difference with a mature onos would be, but it's perfectly possible to balance. It'd still be the beefiest lifeform available at the time, but it'd need support from the rest of the team and a different playstyle than the mature onos.

    Quit thinking in black and white. Having 1 hive onos makes the game more dynamic and allows aliens to stay into the game even if they can't quickly lock down a second hive. (Which is important because pre-b200 aliens would always need a second hive in order to stand a chance where as marines can just turtle if they have a few RTs)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm talking about timing. It's impossible for players to afford Onos before the commander can afford 2nd hive unless they're pointlessly spamming structures.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    In Mineshaft you can get an onos at +- 8 minute mark if the comm locks down 3 extra RTS at the start. This means you will actually have onos before the second hive is active. (Since the comm has spent his initial res on RTs) Not that the timing is relevant though, you're perfectly fine without that second hive for the onos strategy.
  • TyrsisTyrsis Join Date: 2002-11-15 Member: 8804Members
    edited March 2012
    1 Hive Onos is fine if it's properly nerfed at 1 Hive. Bring back 201 Gore, why was it increased? It was fine. Increase smash to around 200 damage, and make it a 2nd hive ability. Make stomp a 3rd hive ability. Right now stomp is nuts when you have a 4 onos train, basically the marines spend the rest of the game on the floor.

    Also if you really want to throw a nerf, make gore not knock down until 2nd hive, that would basically just make it a tank at 1 hive, and bullet target.

    The biggest problem with 1 hive onos is it's ability to just completely wipe out any sort of base. It's a player killer, that's fine, but make it a player killer and eventually a building killer once more hives are up.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I want to know why stomp doesn't affect arcs.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    Pushing the aliens back into their spawn (1 hive) to only have an onos show up minuets later changes things.

    When the game could have ended it suddenly changes favor.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1920343:date=Apr 1 2012, 09:55 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 09:55 AM) <a href="index.php?act=findpost&pid=1920343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In Mineshaft you can get an onos at +- 8 minute mark if the comm locks down 3 extra RTS at the start. This means you will actually have onos before the second hive is active. (Since the comm has spent his initial res on RTs) Not that the timing is relevant though, you're perfectly fine without that second hive for the onos strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The second hive finishes around 4-7 minutes in, depending on the com. This timing is relevant in that this reply string is only towards those suggesting that the problem with Onos coming out too early could be solved by tying it to the second hive.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    The aliens often struggle getting a second hive up.

    They don't need to worry about that when it concerns an onos.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Whoever claims 1 hive onos is fine must seriously be delusional to be honest, having 2 or more people go onos at 8 - 12 minutes into the game is an instant win for aliens and the only reason it isn't happening in every pub game at the moment is because many players refrain from said cheesy tactic. (and prefer to spend some time as lerk, gorge or fade instead). Even if they would only have gore at 1-hive they would dominate, since all they have to do is rush a base and take out IPs first.

    No, the only proper solution I can see at the moment is a significant survivability nerf to the onos at 1 hive, a res hike (would only buy marines some time and may adversely affect lategame balance) or some sort of cap on the amount they can get early in the game...
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The second hive finishes around 4-7 minutes in, depending on the com. This timing is relevant in that this reply string is only towards those suggesting that the problem with Onos coming out too early could be solved by tying it to the second hive.<!--QuoteEnd--></div><!--QuoteEEnd--> Fair enough, but I think the main issue there is with mineshaft. Though I do believe that only at 3-hives the onos should be at maximum strength. (Or they need to further slow down the pace at which aliens get a second hive, not just on mineshaft.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    <!--quoteo(post=1920325:date=Mar 31 2012, 04:30 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Mar 31 2012, 04:30 PM) <a href="index.php?act=findpost&pid=1920325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I apologize, I didn't spend much time on the Onos this week. I realize it's quite a problem at the moment.

    I don't think there's a simple/quick fix for him right now, but I'll be able to address the balance problems with him again after we're done with PAX East.<!--QuoteEnd--></div><!--QuoteEEnd-->

    At least the devs are confirming that it is indeed a problem.

    Here's hoping to a fix soon.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1920353:date=Apr 1 2012, 10:03 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 10:03 AM) <a href="index.php?act=findpost&pid=1920353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whoever claims 1 hive onos is fine must seriously be delusional to be honest, having 2 or more people go onos at 8 - 12 minutes into the game is an instant win for aliens and the only reason it isn't happening in every pub game at the moment is because many players refrain from said cheesy tactic. (and prefer to spend some time as lerk, gorge or fade instead). Even if they would only have gore at 1-hive they would dominate, since all they have to do is rush a base and take out IPs first.

    No, the only proper solution I can see at the moment is a significant survivability nerf to the onos at 1 hive, a res hike (would only buy marines some time and may adversely affect lategame balance) or some sort of cap on the amount they can get early in the game...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not saying it's fine as it is, I'm only insisting that a specific solution because of the reasons stated wouldn't create the intended change. I also like the idea of a heroic late game breakout with an onos or two when the aliens are knocked down to a single hive and limited resource points. If the marines lose to that scenario, they would have done something wrong.


    <!--quoteo(post=1920355:date=Apr 1 2012, 10:06 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 10:06 AM) <a href="index.php?act=findpost&pid=1920355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fair enough, but I think the main issue there is with mineshaft.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The same timing is relevant for all maps I've played with.

    <!--quoteo(post=1920355:date=Apr 1 2012, 10:06 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 10:06 AM) <a href="index.php?act=findpost&pid=1920355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though I do believe that only at 3-hives the onos should be at maximum strength.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed, Stomp should be locked to third if it remains as powerful as it is now.

    <!--quoteo(post=1920351:date=Apr 1 2012, 10:02 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Apr 1 2012, 10:02 AM) <a href="index.php?act=findpost&pid=1920351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The aliens often struggle getting a second hive up.

    They don't need to worry about that when it concerns an onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The neverending game focus on the second hive was really repetitive in previous iterations of the beta. I don't want to go back to that. Two hives should be important, but not what everything else hinges from.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited March 2012
    I think instead of straight reducing the damage done by smash, maybe make it a bit like fades second attack.

    My problem with it is its all well and good to run around goring marines left and right, but when you want to really come down hard on a structure, you need a bit of momentum behind the blow. So when the Onos uses smash, there should be a 1 or 2 second charge up period, during which the Onos really rears up, then he comes down hard on the structure. During this time, the Onos should be unable to move, and should take extra damage while rearing.

    I think this would allow the damage to remain quite the same as it is now, without imbalancing anything. It would also discourage the use of smash while comprehensively surrounded by marines, and would prevent the fast paced hit and run nature players implement with it at the moment.

    **And by "as it is now" I mean the 201 damage
  • TyrsisTyrsis Join Date: 2002-11-15 Member: 8804Members
    <!--quoteo(post=1920359:date=Mar 31 2012, 07:15 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 31 2012, 07:15 PM) <a href="index.php?act=findpost&pid=1920359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The neverending game focus on the second hive was really repetitive in previous iterations of the beta. I don't want to go back to that. Two hives should be important, but not what everything else hinges from.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I definitely agree with this. I got sick of people saying, "gg" after a 2nd hive went up.

    The other issue here is, you can't really balance an Onos with no HA in. Basically people want the onos nerfed down now, so they can play, but once HA goes in, the whole thing will have to be completely rebalanced, because instead of an Onos train, you're going to have an unstoppable HA train.

    The other thing here is, someone saying everyone waits to go Onos and you can't stop that train, even if it's nerfed to Gore, is a bit ridiculous. If no aliens go to higher life forms before the first 8-12 minutes of the game, they will get completely run over. All their res points will be gone, and you'll be lucky to see Onos by 15 minutes+, let alone the game go on that long. Most of the time a fade and lerks need to come out to keep the marines from running all over the map, and once that happens those people won't be getting Onos any time soon, and 2-3 Onos is definitely manageable if they are limited to just Gore. Yeah it'll take the whole team to focus on them, but still, manageable.

    In closing, my suggestions:
    1 Hive: Onos gore only, no knockdown
    2 Hive: Either stomp or fixed smashed, and gore knocks down. I'm leaning more towards stomp now that I think of it, as building destroying should be a Hive 3 thing
    3 Hives+: Stomp or fixed smash.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    i actually think gore should be stronger. 2 hits on marines up til armor 3. i just don't want to get the stunned effect every single time.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    A 10 metre range on knockdown is a bit insane at the moment.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited April 2012
    <!--quoteo(post=1920214:date=Mar 31 2012, 10:25 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Mar 31 2012, 10:25 AM) <a href="index.php?act=findpost&pid=1920214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos is supposed to be a late game lifeform.<!--QuoteEnd--></div><!--QuoteEEnd-->

    not according to Flayra's high level design doc.


    @onosfactory: it makes sense for larger rooms, like FC, or elevator transfer, where you would see him coming. in ventilation it might be a but much, but at least it works in all scenarios. he should definitely be "an event" to make you want to run FAST.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Isn't jetpacks supposed to be the counter to the onos ?

    I mean, jetpack flight better than onos, right ?

    Maybe I don't know how to play with the jetpack but I often get knocked down when I try to flight away from an onos, it seems gore range is really huge in the air. Shouldn't knock-down on jetpacks be removed completely ? I you get gored while flying in the air you should actually go up, not down...
Sign In or Register to comment.