Exo speculation
Imbalanxd
Join Date: 2011-06-15 Member: 104581Members
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<div class="IPBDescription">because assuming is fun!</div>After seeing the exo reveal, I'm sure it wasn't just me who thought "Dayum, how the hell are they gonna balance that!".
But of course, everything can be balanced with enough coefficient tweaking, so lets all speculate on the balance aspects of the exo that is (hopefully) soon to be introduced. Balance aspects include cost, speed, number of skulk bites to down, and pretty much anything you can think of that gives the exo an advantage or a disadvantage on the battle field.
I think the cost of the exo is going to be a difficult thing to decide on indeed. On the one hand, you don't want it to be something someone buys once and only once, because he is then broke for the rest of the game. On the other hand, you can't allow players to go crazy with early game shotguns, mines and welders, and then get an exo whenever they feel like it late game. So taking that into account, I think a personal resource cost of between 45 or 55 res would be respectable. It means its enough to get one at or near the emergence of the first fades (if the research is done of course), but you will be delayed until the emergence of Onos if you decide the team needs shotguns or something else earlier on in the game.
In terms of speed, think carapace Onos. Speed will probably be the primary means by which a train of exo suits is discouraged, so it should probably be around half the speed of a walking marine.
In terms of taking damage, I would think it should take around 12-16 skulk bites to down one of these guys. Another interesting thing to take into account is the fact that they (probably) can't hold welders, so there are gonna need to be some squishy light marines running around their feet keeping them up.
As a side note, I also think the exos ability to rapidly turn around should be greatly reduced. I don't like the idea of a heavy spinning around nailing skulks at his ankles.
But of course, everything can be balanced with enough coefficient tweaking, so lets all speculate on the balance aspects of the exo that is (hopefully) soon to be introduced. Balance aspects include cost, speed, number of skulk bites to down, and pretty much anything you can think of that gives the exo an advantage or a disadvantage on the battle field.
I think the cost of the exo is going to be a difficult thing to decide on indeed. On the one hand, you don't want it to be something someone buys once and only once, because he is then broke for the rest of the game. On the other hand, you can't allow players to go crazy with early game shotguns, mines and welders, and then get an exo whenever they feel like it late game. So taking that into account, I think a personal resource cost of between 45 or 55 res would be respectable. It means its enough to get one at or near the emergence of the first fades (if the research is done of course), but you will be delayed until the emergence of Onos if you decide the team needs shotguns or something else earlier on in the game.
In terms of speed, think carapace Onos. Speed will probably be the primary means by which a train of exo suits is discouraged, so it should probably be around half the speed of a walking marine.
In terms of taking damage, I would think it should take around 12-16 skulk bites to down one of these guys. Another interesting thing to take into account is the fact that they (probably) can't hold welders, so there are gonna need to be some squishy light marines running around their feet keeping them up.
As a side note, I also think the exos ability to rapidly turn around should be greatly reduced. I don't like the idea of a heavy spinning around nailing skulks at his ankles.
Comments
While I would definitely like this kind of approach, who would get the exo once it was built? It makes sense for the comm to be able to drop one (I guess), like an alien comm drops fades ect, but I definitely think individual marines will be able to buy them for themselves as well.
Also, just sustaining attack from moving across the map could be a big issue.
I also thing that if you get in behind the EXO as a skulk, it will be a hard job trying to shoot him off.
I'm not sure the Onos will be the best match to take it down, but perhaps the smaller life forms will? We'll have to see.
Also, I doubt this beacons or teles...
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Also, just sustaining attack from moving across the map could be a big issue.
I also thing that if you get in behind the EXO as a skulk, it will be a hard job trying to shoot him off.
I'm not sure the Onos will be the best match to take it down, but perhaps the smaller life forms will? We'll have to see.
Also, I doubt this beacons or teles...<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh wow, you're right.
Do you think there might be an abondon exo option? You know, like you're chilling in your exo, suddenly base is under attack and a beacon sounds off, you jump out so you can get teleported back to base and go get wasted. Then you go back the next day and its all "dude, wheres my exo?", and a bunch of skulks are taking a joy ride in it.
at one point you can see 570
for 300 armor that would be exactly 8 bites (assuming all damage goes to armor which would not be the case for a non-exo-marine on the field),
9 bites if a damage reduction of 5% is applied.
570 armor takes 15.2 (so 16) bites without reduction and exactly 16 bites with 5% reduction.
I'm guessing that's what the big red button in the middle of the exo console is for. No idea what keybind it would use, though?
and no health - does the exo die if it runs out of armor, and do you get ejected before it blows? is that what the red button is for? so many questions lol
Anyway, I'm guessing the exo is designed to act like a tank, vulnerable to groups of smaller targets when traveling alone, but devastating when properly escorted by other marines. But we'll just have to play and see.
Yeah, i think the idea was to purchase it from the proto lab.
And imho it shouldnt, just like the ARC shouldnt be PG'able.
No autoaim, the things you saw on the video are just target indicators to compensate for the low FoV and smoke when firing
Two. I wish the onos played like it did in the reveal. It also seemed like there was an onos speed buff, especially when sprinting.
Three. What map was that in. It looked awesome.
Also, just sustaining attack from moving across the map could be a big issue.
Also, I doubt this beacons or teles...<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember one of our early exo suit play tests going like this.. and we all sorta just facepalmed ourselves.. going "oh yea.. we cant ALL go exo, we knew that." Especially without any welders on the ground.
I have a feeling the same will occur in a few pubs before this soft counter to mass exos gets exposed hehe.
I'm guessing the hand is for welder though so there will be inherent tradeoffs to dual minigun. We'll have to see.