Exo speculation

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
<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.

Comments

  • BoBiNoUBoBiNoU Join Date: 2007-12-27 Member: 63274Members
    I think the Exosuit has some kind of Autoaim that will be easily messed up with by fast aliens, shade effects.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    since the exo looks like a building i wonder if the commander has to drop it like a structure, and marines build it?
  • ArcL!ghtArcL!ght Join Date: 2007-11-27 Member: 63031Members, Squad Five Blue, NS2 Map Tester
    Think it is just a pure and easy buy>teleport stuff like JP's
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1967299:date=Aug 28 2012, 11:37 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 28 2012, 11:37 AM) <a href="index.php?act=findpost&pid=1967299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->since the exo looks like a building i wonder if the commander has to drop it like a structure, and marines build it?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Judging from the HUD in the video, max is 300 armor. How many skulk bites make this?
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited August 2012
    You have to remember it looks quite slow, and I doubt it can sprint. If you get half way across the map and your base gets attacked, getting back in time could be a huge issue.

    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...
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    based on balance-values in b216 (which might be quite outdated though), here is a summary:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=117569&view=findpost&p=1967297" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1967297</a>
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1967305:date=Aug 28 2012, 11:42 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Aug 28 2012, 11:42 AM) <a href="index.php?act=findpost&pid=1967305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to remember it looks quite slow, and I doubt it can sprint. If you get half way across the map and your base gets attacked, getting back in time could be a huge issue.

    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.
  • ArcL!ghtArcL!ght Join Date: 2007-11-27 Member: 63031Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1967304:date=Aug 28 2012, 11:42 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 28 2012, 11:42 AM) <a href="index.php?act=findpost&pid=1967304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Judging from the HUD in the video, max is 300 armor. How many skulk bites make this?<!--QuoteEnd--></div><!--QuoteEEnd-->

    at one point you can see 570
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited August 2012
    skulk bites for 75 damage normal-type (so half-damage against armor, i assume the actual armor value is accurate and rounding only happens for the display).

    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.
  • ArcL!ghtArcL!ght Join Date: 2007-11-27 Member: 63031Members, Squad Five Blue, NS2 Map Tester
    well, welders\MAC's repair at only 5% speed so 95% of repair is also negated
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    <!--quoteo(post=1967307:date=Aug 28 2012, 07:45 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 28 2012, 07:45 PM) <a href="index.php?act=findpost&pid=1967307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you think there might be an abondon exo option?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1967304:date=Aug 28 2012, 07:42 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 28 2012, 07:42 PM) <a href="index.php?act=findpost&pid=1967304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Judging from the HUD in the video, max is 300 armor. How many skulk bites make this?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Looks like bile bomb can clutter exosuit vision. Which would make gorges more useful late game.

    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.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1967303:date=Aug 28 2012, 11:41 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 28 2012, 11:41 AM) <a href="index.php?act=findpost&pid=1967303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, i think the idea was to purchase it from the proto lab.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Hope we can use exo without minigun. Double falcon punch?
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited August 2012
    Why not the Robotics Factory? Press E at the factory and buy it, and the exo walks out by itself (crouched). The Marine who purchased the exo can climb into it by pressing E. Also, this allows the comm to buy exos (that isn't tied to an individual player) and, with enough res, create a proper exo train. EDIT: The comm should also be able to lock/unlock unmounted exos.
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    The biggest downside is that I doubt that thing will fit through a phase gate. :P
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1967373:date=Aug 28 2012, 02:43 PM:name=Shaker)--><div class='quotetop'>QUOTE (Shaker @ Aug 28 2012, 02:43 PM) <a href="index.php?act=findpost&pid=1967373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The biggest downside is that I doubt that thing will fit through a phase gate. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    And imho it shouldnt, just like the ARC shouldnt be PG'able.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1967287:date=Aug 28 2012, 09:23 AM:name=BoBiNoU)--><div class='quotetop'>QUOTE (BoBiNoU @ Aug 28 2012, 09:23 AM) <a href="index.php?act=findpost&pid=1967287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the Exosuit has some kind of Autoaim that will be easily messed up with by fast aliens, shade effects.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No autoaim, the things you saw on the video are just target indicators to compensate for the low FoV and smoke when firing
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    One. YAY EXOS! They look awesome. I can't wait to try it out.
    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.
  • 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
    <!--quoteo(post=1967305:date=Aug 28 2012, 02:42 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Aug 28 2012, 02:42 AM) <a href="index.php?act=findpost&pid=1967305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to remember it looks quite slow, and I doubt it can sprint. If you get half way across the map and your base gets attacked, getting back in time could be a huge issue.
    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.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    If the miniguns are additive it might very well be impossible to balance (without a single minigun sucking at least). Think about it, a single minigun has to be a viable dps wise (has to kill sh*t relatively fast), and you are allowed to have two. Seems to me it will be difficult to the make the two not terribly OP if their dmg is added like 1 + 1.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1967560:date=Aug 29 2012, 03:21 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Aug 29 2012, 03:21 AM) <a href="index.php?act=findpost&pid=1967560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the miniguns are additive it might very well be impossible to balance (without a single minigun sucking at least). Think about it, a single minigun has to be a viable dps wise (has to kill sh*t relatively fast), and you are allowed to have two. Seems to me it will be difficult to the make the two not terribly OP if their dmg is added like 1 + 1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm guessing the hand is for welder though so there will be inherent tradeoffs to dual minigun. We'll have to see.
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