The Shotgun and the Grenade Launcher
biggians
Join Date: 2012-11-08 Member: 168454Members
Well the Shotgun isn't necessarily an improvement over the basic AR. Yeah it's nice against skulks and faydes, but not 20 resource nice. It's another option, not a better or worse one. That being said, I think it's too highly priced. 5-10 resources seems far more balanced. Am I the only one who thinks they're too expensive?
On a similar note, is it too much to ask for grenades fired from the grenade launcher to detonate on impact with an alien unit/structure? Onoses just wreck everything shy of dual exos with amazing welding support, it'd be nice to have some kind of weapon that can deal with them a little more effectively. You obviously don't want the 25 resource invested in a grenade launcher to easily out perform the 75 (i think?) resource you invest in an Onos, but Onoses in my opinion have too much free range to run around and beat stuff up with ease since they have so much HP and are so hard to bring down.
I admit I am fairly new to the game, I'm not labeled a rookie anymore, but in all but 2 of the games ive played in (maybe 20 some?) Marines have lost, and its always because nobody can kill the Onoses, even with teamwork of 4-5 marines focus firing it and the thing having no healer with it. In the most recent one I played everyone on our team had more kills than the aliens, we even had better map control, but as soon as they rolled out 2 onoses we had no chance, they easily facerolled through everything we had worked on and we lost...
Am I just incredibly unlucky? Too new? What's the issue here?
On a similar note, is it too much to ask for grenades fired from the grenade launcher to detonate on impact with an alien unit/structure? Onoses just wreck everything shy of dual exos with amazing welding support, it'd be nice to have some kind of weapon that can deal with them a little more effectively. You obviously don't want the 25 resource invested in a grenade launcher to easily out perform the 75 (i think?) resource you invest in an Onos, but Onoses in my opinion have too much free range to run around and beat stuff up with ease since they have so much HP and are so hard to bring down.
I admit I am fairly new to the game, I'm not labeled a rookie anymore, but in all but 2 of the games ive played in (maybe 20 some?) Marines have lost, and its always because nobody can kill the Onoses, even with teamwork of 4-5 marines focus firing it and the thing having no healer with it. In the most recent one I played everyone on our team had more kills than the aliens, we even had better map control, but as soon as they rolled out 2 onoses we had no chance, they easily facerolled through everything we had worked on and we lost...
Am I just incredibly unlucky? Too new? What's the issue here?
Comments
Even dual minigun exosuit vs 1 onos is debatable. Onos will probably lose if he engages at range, but if he starts the fight in melee he will probably win. Obviously side strafing and bad players can change this.
Shotgun (20 res) is extremely good counter to fade (50 res), so I don't think pricing should change. If anything fade is too easily countered by it.
Greandes are anti-structure, and happen to damage aliens. They will rip up hive locations if you get there, extremely well for only 25 res.
Shotguns are nice against a fade but id argue a well played fade should have no problem dealing with a marine and his shotty. I've seen fades kill 4 marines where 2 had shotguns. Idk, I must really just get unlucky or something. I hear people saying marines are good all the time but I can't help but wonder if that's just the mood from NS1 carrying over.
The OP is correct. Shotguns are not needed. In fact as your marines get better, shotguns are worse and worse of an option. Fades die to pistol whips and AR gun fire incredibly easy: See Fades = not what they used to be. This is the key problem. Shotguns aren't bad, they just don't out damage accurate gun fire. In NS1, LMGs did not do much damage to Fades and Fades knew that. Every marine knew LMGs were skulks only, and that became debatable when they had carapace. Shotguns were a natural step towards fighting lerks/fades in NS1. In NS2, they don't have a clear role or purpose (just like Flamethrowers) for the cost.
Onos are OP. Exos are too expensive to get to unless you are dominating the map.
Buffing fades doesn't fix this issue either because while it makes shotguns more useful, it's less resources to deal with Onos.
Grenades do explode on impact.
I really do think Exos need a buff if they are going to be so expensive and take so much time to tech out. Also, since buying an exo is completely pointless until duals are teched, perhaps they should just start with duals. Again, I don't claim to be an expert, but it kinda just makes sense.
Prices are way enough, just need to not play solo and lose it against a hive.
And shotguns do devastating damage to onos, One clip can deal alround 1000 damage, Get some shotgun marines with jetpacks and onoses will hit the floor incredible fast..
I played a game where the Marines had one base and we rushed with onoses but it was really difficult to bring down that base because we dropped like flies. But we won after a long fight..
People just need to get experience and learn how to do damage and use teamplay.
On a similar note, is it too much to ask for grenades fired from the grenade launcher to detonate on impact with an alien unit/structure? Onoses just wreck everything shy of dual exos with amazing welding support, it'd be nice to have some kind of weapon that can deal with them a little more effectively. You obviously don't want the 25 resource invested in a grenade launcher to easily out perform the 75 (i think?) resource you invest in an Onos, but Onoses in my opinion have too much free range to run around and beat stuff up with ease since they have so much HP and are so hard to bring down.
I admit I am fairly new to the game, I'm not labeled a rookie anymore, but in all but 2 of the games ive played in (maybe 20 some?) Marines have lost, and its always because nobody can kill the Onoses, even with teamwork of 4-5 marines focus firing it and the thing having no healer with it. In the most recent one I played everyone on our team had more kills than the aliens, we even had better map control, but as soon as they rolled out 2 onoses we had no chance, they easily facerolled through everything we had worked on and we lost...
Am I just incredibly unlucky? Too new? What's the issue here?<!--QuoteEnd--></div><!--QuoteEEnd-->
Too new
1. Shotgun deals a ######ton of damage. A Shotgun mag deals up to 220 * 8 = 1760 DMG (lv3 weapons), LMG deals much less. Shotgun is no. choice of countering life forms and it gets gazillion times easier once you have shotties, besides a range advantage. The cost is justified.
2. They do, it just kinda seems impossible to pull it off. I renember hitting lerks mid air with grenades. Unless they changed it again, but it always been very hard to hit lifeforms with gls. Anyway, GL is more geared torwards taking structures down (and currently, hordes of skulks - making it good at defending teammates/exos). It is a support weapon, much like the flamethrower.
Exos are an offensive weapons and should not be used unless you have lv3 armor and some support (i.e. welders ,macs)
3. Actually, this is a problem that onos has too high survivabiliy at the moment (because of health + mobility). That kinda needs to be addressed. Besides that, you need to chase onoses, people in pub games almost never do that. Or try to trap them, so they can't run away. If you don't, they'll just run, healup, and attack again.
Marines need a 30 res super marine that runs 3 times as fast, has infrared vision, can see hives through walls, and dual weilds ARs. See I can post ridiculous things too. You do realize that should a marine choose to use a shotgun they have to be within lethal range of an alien, where an alien should win anyway right?
Deal. Because our 30 res "super" alien still gets two shot.
Lol. Modding community make this happen?
Primary = bouncy nades
secondary = detonate on impact nades
for a little balance maybe have the re-fire rate on the bouncy be a bit faster than the secondary fire mode
The fade really needs a buff.
Also the shotgun 1 hits skulks, if your team knows how to aim, the Aliens don't stand a chance.
The fade really needs a buff.
Also the shotgun 1 hits skulks, if your team knows how to aim, the Aliens don't stand a chance.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Onos needs a nerf, then the rest of the aliens can move up a little.