Anyone else find Onos at 5 minutes a bit unbalanced?

Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
<div class="IPBDescription">rethink T-Res egg/weapon purchases!</div>Played two games today where an Onos was on the field just past the five minute mark. How? The Khamm saved up 40 res, couldn't place a hive, so bought an Onos egg instead.

Feels a bit off to me, and it was definitely not fun to watch him rack up 20 kills! Am I alone in thinking the balance is off a bit here?
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Comments

  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    If several marines are together, taking down a single onos is no big deal. IMO they're much harder to keep alive than fades, so I'd just tell your team to work together.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    The Onos was backed up by one or two gorges. Guess how much fun that was.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    I kind of like the idea of being able to make the choice between upgrades (in this case lifeforms) and expansion. Flexibility allows for creative strategies.

    That said, an Onos at 5 minutes really does seem to be a bit much. Late game, one Onos isnt much more than a nuisance, but at 5 minutes? True terror indeed.

    I think it boils down to the Pres / Tres system needing another look more than anything else, but I'm honestly not sure what the solution should be as I'm still more familiar with the NS1 resource system than I am NS2's.

    Definitely worthy of discussion though.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Denying the 2nd Hive can prevent Onos egg, but it is an 80 TRes investment so killing it will set Kharaa back a lot (not saying it is easy :P)
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    edited August 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Denying the 2nd Hive can prevent Onos egg, but it is an 80 TRes investment so killing it will set Kharaa back a lot (not saying it is easy :P)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I haven't khammanded yet in 217, but my understanding is that you don't need two hives, and it is only a 40 TRes investment. I'm pleased to be corrected. I would highly doubt that an alien team could have 80 TRes in five minutes.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited August 2012
    <!--quoteo(post=1968524:date=Aug 29 2012, 03:16 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 29 2012, 03:16 PM) <a href="index.php?act=findpost&pid=1968524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't khammanded yet in 217, but my understanding is that you don't need two hives, and it is only a 40 TRes investment. I'm pleased to be corrected. I would highly doubt that an alien team could have 80 TRes in five minutes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fade and Onos eggs do indeed require Hive 2, otherwise you'd see at least 1 of those lifeforms in under 2 minutes into the game (oh god).

    I have just tested this in a listen server (so no RT killing or Hive denying). I became Onos in 4:45 minutes by going fast Hive then having 4 Harvesters. It's scary how fast he can appear.
  • DFCDFC Join Date: 2012-08-25 Member: 156444Members
    edited August 2012
    I've actually seen this used recently on purpose a lot, seems like valid strategy.

    now imagine if you could evolve hive into a broodmother of specific type, with single ability as a mobile spawn point
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Tres comes faster than pres, I'm not sure why the evolutions are cheaper for the commander.

    My opinion is make prices equal for commander, and buff onos to stop it being slaughtered by these exosuits.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1968534:date=Aug 29 2012, 06:26 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Aug 29 2012, 06:26 PM) <a href="index.php?act=findpost&pid=1968534"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tres comes faster than pres, I'm not sure why the evolutions are cheaper for the commander.

    My opinion is make prices equal for commander, and buff onos to stop it being slaughtered by these exosuits.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm still not sure why the commander can even evolve a lifeform. What happened to all that high-falutin talk of PRes/TRes design goals?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1968536:date=Aug 29 2012, 05:28 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Aug 29 2012, 05:28 PM) <a href="index.php?act=findpost&pid=1968536"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still not sure why the commander can even evolve a lifeform. What happened to all that high-falutin talk of PRes/TRes design goals?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Dunno. It makes sense late game, as it prevents ARC spam and whip spam in favour of high evolutions.

    However it made more sense when the commander still had pres, and so handing out evolutions was just a way of using his spare pres.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    I guess I was under the impression that Slash's example suggested the Onos egg could be bought even at 1 hive (and actually I'm suddenly not sure I haven't seen fades with only 1 hive). But if it does require 2 hives, then that seems more reasonable to me, but I'm assuming that the change is that previously the eggs were purchased from the Khamm's Pres, rather than the Tres.

    Again, I'm unfamiliar with exactly how resource work in NS2, but I'm assuming that Tres increases much more rapidly than Pres, and so I can see how it would allow the Khamm to purchase more higher level lifeforms faster than he/she previously could. Prior to 217, it didnt seem very common for the Khamm to purchase eggs until somewhere around the 10-15 minute mark, and even then very infrequently. That they previously cost Pres explains why that is, and I think its a logical shift to make the Khamm spend Tres on lifeforms for the team (though, I'm not so sure then why it is the Khamm can no longer earn Pres, as he cant spend it on anything anyway).

    At any rate, it might be reasonable to suggest a change to the rate at which Tres is earned on the alien side, and simply adjust the cost of structures accordingly.

    Then again, this change seems to be a reasonable step towards balancing the cost of higher lifeforms on the alien side late game (and the loss of those spent resouces when they die) with the ease with which the marines can purchase and reuse their weapons.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    <!--quoteo(post=1968536:date=Aug 30 2012, 12:28 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Aug 30 2012, 12:28 AM) <a href="index.php?act=findpost&pid=1968536"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still not sure why the commander can even evolve a lifeform. What happened to all that high-falutin talk of PRes/TRes design goals?<!--QuoteEnd--></div><!--QuoteEEnd-->

    They evolved to suit the game. Are you against that? Or are you looking for a "you were right"?

    On topic, 40 res for an Onos egg may be too low. Either way, differing prices for comm and player is strange, I think it should return to 75 for both.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    It's a *huge* investment of resources that early in the game, though, and it's a good way to introduce a high-risk/high-reward option for breaking an early hive lock. One onos with only one upgrade isn't worth nearly as much to a team as, say, a hive, even in the early game IMO, if there's some level of organization (or, hell, a beacon to the problem location) on the marine team. A single onos backed up with multiple gorges, early in the game, seems like a decent rush strategy, especially considering that you're giving up a hive's worth of res in the process.
  • TheIcarusKidTheIcarusKid Join Date: 2012-03-23 Member: 149258Members
    I LOVE the tres for guns/lifeforms, helps out late game spam so so much.

    Also, the early game Onos is a risky strat... Khammed a game earlier today where marines came in and shot all the eggs in our main hive, including the Onos egg. :'( That 40 res in addition to the losses from rushing a fast 2nd hive mean you won't be expanding much or getting upgrades.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited August 2012
    The 5 minute onos/fade IMO is comparable to an all-in strat in SC2. It massively delays alien tech and upgrades, and that onos/fade only has to make one mistake to die - and they are likely paper fade/onos because upgrades come very late. p-res flow for the rest of the team also suffers a lot because RTs will be taken very late and RFD will probably take a toll on paper skulks.


    Yes it is a new and strong strategy, but its a very risky one and if it fails the alien team is set back massively.


    so tl;dr imo the strat is probably fine, it is too early to tell definitively if it's OP. There may be some cheese strats like 5min onos + 5 gorges to back him up tho, not sure on that stuff yet :P
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    The fact they had onos out at 5 mins and were able to have 2 gorges covering them tells me that the alien team was actually good, and smart. They fully deserved to wreck you guys.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited August 2012
    Actually after watching GORGEous play a game with 4 minute onos (and having to kill 6 onos in the first 15 minutes of the game) I am not completely sure that this is balanced :s Onos 1-shot a0 marines..

    Perhaps the price of some things needs to be increased? ..or have onos / exo only be droppable on 3 hive/cc.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    <!--quoteo(post=1968662:date=Aug 29 2012, 09:37 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 29 2012, 09:37 PM) <a href="index.php?act=findpost&pid=1968662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually after watching GORGEous play a game with 4 minute onos (and having to kill 6 onos in the first 15 minutes of the game) I am not completely sure that this is balanced :s Onos 1-shot a0 marines..

    Perhaps the price of some things needs to be increased? ..or have onos / exo only be droppable on 3 hive/cc.<!--QuoteEnd--></div><!--QuoteEEnd-->


    But Rant, you have to ask yourself... how did the aliens manage to get that res flow to allow for such play?
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    Seems to me like this will be the new gorge rush: rush the second hive, evolve an onos egg, get bile bomb and rush an onos with gorge support... aliens win.

    I think the Tres eggs are too inexpensive: the marine items get a 10 res discount when dropped by the comm, perhaps the life form eggs get the same 10 res discount when dropped by the khamm (except of course that would make gorge eggs free :)
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--quoteo(post=1968662:date=Aug 29 2012, 07:37 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 29 2012, 07:37 PM) <a href="index.php?act=findpost&pid=1968662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos 1-shot a0 marines..<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm not really sure I see a problem there. Armor 1 isn't hard to research.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1968685:date=Aug 29 2012, 08:38 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Aug 29 2012, 08:38 PM) <a href="index.php?act=findpost&pid=1968685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not really sure I see a problem there. Armor 1 isn't hard to research.<!--QuoteEnd--></div><!--QuoteEEnd-->

    AA, Mines, and Shotguns are clearly more important. ¬_¬
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1968694:date=Aug 30 2012, 12:00 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 30 2012, 12:00 AM) <a href="index.php?act=findpost&pid=1968694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->AA, Mines, and Shotguns are clearly more important. ¬_¬<!--QuoteEnd--></div><!--QuoteEEnd-->
    w3 is more important
  • Cat-PokerCat-Poker Join Date: 2012-08-28 Member: 156670Members
    I think I was comming that game Cee, ns_veil right? can't remember the server.

    Yeah, 5 minute onos took me and my team by surprise, and it was given to a really good player as well. To be honest, we were only holding topo and west skylights, trying to get a push into obs deck. The aliens had total map control and their teamplay was excellent.

    Not sure if it's unbalanced yet because the next game we used the same strat and I got the onos, and I am terrible at onos. Tried to take double but the long hallways and dead gorge were my undoing.
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    Err from what I've seen these 5 min onos pushes are disasters even against really bad marine teams.

    And if by some miracle you're able to even get a second hive up against good marines without celerity; I highly doubt that onos will win in any circumstance.
  • InsiqInsiq Join Date: 2012-08-30 Member: 156879Members
    If aliens can get the res flow for an early onos push, the marines have clearly let them dominate map control and have not contested any res points to deny their expansions...

    Marines can equally push for an exo rush just as fast.
  • 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 August 2012
    Yea.. price might not be able to solve this one unless its as high as the actual lifeform.. but that doesn't work for practical use of the feature as intended, so maybe something that ensures proper timing like requiring 3 hives for onos, 2 for fade, 1 for the rest? Adjust prices accordingly?

    I have seen that when a alien khamm is in a *comfortable enough* position to start dropping pre evolved eggs he typically has multiple hives anyhow.
    This would preserve the lifeforms coming out when intended for the most part, too, even if they tried to "cheese", while still allowing for the strategy to exist, since fades and lerks can still be plenty effective.
    (the strategy of leaning on pre evolved eggs)

    A very valid concern though.. IF you are indeed getting teams of Oni at 5 minutes..
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1968695:date=Aug 29 2012, 09:02 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 29 2012, 09:02 PM) <a href="index.php?act=findpost&pid=1968695"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->w3 is more important<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was being a little silly.

    In NS1 the Arms Lab race was serious business. You needed A1 to stop Parasite+2bite kills, and Weapons 2 + Shotties to handle most Fades.

    In NS2 it sorta depends. If you want effective Exos, you need at least A2. But weapons 2 or 3 is a huge multiplier on damage, especially if the team is equipped with Shotties and GLs. It also helps the Exo damage, but considering they already mow down most Skulks it's less important than not dying and wasting 50 res on a paper Exo. If you go JPs though Weapon upgrades are more crucial to maximize the weapons they're carrying.


    Alternatively, get W3 so Welders obliterate Cysts faster. Clearly best reason ever. =]
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    You're not getting teams of onos. You're getting a singular onos, maybe a second one if you push it a bit past 5 minutes.

    You're getting a team of gorges.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    <!--quoteo(post=1968662:date=Aug 29 2012, 07:37 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 29 2012, 07:37 PM) <a href="index.php?act=findpost&pid=1968662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos 1-shot a0 marines..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Shotguns 1shot vanilla skulks. Lv2(Maybe lv3) shotguns oneshot cara skulk...
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited August 2012
    onos should not be able to 1-hit a0 marines. it might have been that way but they lowered puncture multiplier to 1.25 meaning its 95*1.25=118.75 damage (against 160 effective hp).

    still, i think they should consider lowering the hide-armor a bit. currently, it reduces every bullet by 6 damage, so you deal only 4 damage per LMG shot without any weapon upgrades which seems quite extreme. so you need 350 bullets (450 against carapace) to bring it down, this does not include the default regeneration or gorges.
    shotgun probably works better but still, every single bullet of the burst is reduced by the hide armor: 13 point blank shots with maximum damage are needed, 17 against carapace.

    so my point is: reducing the hide armor by 1 point would only require you 280 (360 vs carapace) bullets with the rifle making things less extreme with this tactic.
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