Exosuit and Hardsuit
Safewood
Join Date: 2012-11-03 Member: 166381Members
<div class="IPBDescription">How to improve the Exosuit and replace the 50 Res version.</div><b>Foreword:</b>
Right now, Exosuit with claw is useless. The Exosuit with dual minigun is useless alone, which is fine to some extent, however, not in the state it's in right now. Here's a few suggestions to how the 75 Res Exosuit can be improved, and what could be replace the 50 Res Exosuit.
<b>Exosuit:</b>
You can either dual machine gun or replace one with a railgun. You can boost forward, kind of like in with the Hardsuit in Blacklight: Retribution, or instead, you could stomp and push anyone close to you away from you, perhaps except from an Onos.
The jetpack should be much faster with slightly longer duration, nothing significant difference, just so that you can get over small obstacles faster.
<b>Hardsuit:</b>
The Hardsuit will be the replacement for Exosuit with claw, which be a light version of the Exosuit, with instead something akin to an HMG, or replace one with another weapon. It will have a slow, low gravity; kind of like in the Halo series.
It will also have a jetpack, but something in-between a marine's and Exo's jetpack.
Could be looking something like this, but completely closed: <a href="http://i.imgur.com/12jd1.png" target="_blank">http://i.imgur.com/12jd1.png</a>
Right now, Exosuit with claw is useless. The Exosuit with dual minigun is useless alone, which is fine to some extent, however, not in the state it's in right now. Here's a few suggestions to how the 75 Res Exosuit can be improved, and what could be replace the 50 Res Exosuit.
<b>Exosuit:</b>
You can either dual machine gun or replace one with a railgun. You can boost forward, kind of like in with the Hardsuit in Blacklight: Retribution, or instead, you could stomp and push anyone close to you away from you, perhaps except from an Onos.
The jetpack should be much faster with slightly longer duration, nothing significant difference, just so that you can get over small obstacles faster.
<b>Hardsuit:</b>
The Hardsuit will be the replacement for Exosuit with claw, which be a light version of the Exosuit, with instead something akin to an HMG, or replace one with another weapon. It will have a slow, low gravity; kind of like in the Halo series.
It will also have a jetpack, but something in-between a marine's and Exo's jetpack.
Could be looking something like this, but completely closed: <a href="http://i.imgur.com/12jd1.png" target="_blank">http://i.imgur.com/12jd1.png</a>
Comments
the picture Safewood got there is a true exosuit lighter armored more mobile someting the marines realy need to keep up late game vs stealth onos or blink fades
the exo suites are nearly identical to one and other not much fun there either
50 point exo is the marine counter to fade and the 75 point exo is for the onos but they cant win one vs one in there so called counters picks
the alien have abilitys that the marines dont have like stompe and stealth marine realy need some counterparts like a new 50 point exo like the picture above that have a chance vs mid game fades and a better 75 point exo (mech) late game railgun upgrade sound very nice one fast fireing minigun and one havy hitting but slow railgun the light weith 50 point exo could be the more mobile and a fast exo that can run from a onos and stand there ground vs fade and abilitys for exo could also be useful and maybe get a flamethrower or grenadeluncher as secondary weapon from the armory like regular marines that replace the arm melee attack the balancing of the exo suits not that hard just take a existing model from the picture and tweak it all little it is a very nice model and hope u add it in the game at some point and the code part take one or 2 future paches to take care of easy to fix for profesonals like you guys
50 point exo 50 point fade
75 point exo(mech) 75 point onos
that all I am saying
light exo fast but low HP and armor YES armor and hp for the small exo like a thing in between of a marine and a mech = exo get it
As much as anyone would like this, this is not a WH40k game
Also, id like to see STOMP on the 75res MECHS. Not like stomp from onos, but skulks should die under the feets of a mech the same way eggs does. 1 AR marine doesn't take down an onos does it? 1 skulk often takes down 1 mech in pubs.
REDUCE THE ONOS AGILITY! 180degrees turn in 0.01sec on that monster is just crazy.
Why is it that alien com can drop the 75 res onos, while marine com cant drop the 75res mech?
GIVE ALIENS LARGE SCALE MINIMAP :O
The Exosuit won't be that mobile as you would think. It can "charge" forward like an Onos, but only for a certain range and will stop dead if it hits anything.
<b>@ Simini:</b>
I know, I just thought I would add it in there so there wouldn't be any unnecessary discussion about that Exo's will get buffed with a railgun.
Being an exo makes you a liability more than anything else. You can't beacon, you can't weld, you can't build, you can't heal, your vision is impared and you're slow.
What i would like to see is an exo repair station structure. Right now marines rely too heavily on each other whilst the aliens can pretty much do what ever the hell they want providing there's not a 6 thick marine ball rolling through the map (and even then you can just snipe the base/power nodes). Alien comm doesn't require any assistance to build tech or resource structures whilst the marine com requires marines just to build power to power the buildings he needs to place.
The exos already costs a boat load of res: map control for 2 com chairs, 20 for the second com chair, 40 for protolab, 30 for exo research and then 50-75 for the suit which isn't self-sufficient as once you're damaged you're damaged. Then you're still pretty much useless and certainly not equal to an onos until you have tier 3 armour which is another 15, 25 and 35 res. The least players could have is some comfort in life sustainability without having to have his personal welder or the commander spamming MAC's up his butt.
I don't know how if a welder would be a good option to balance the Exosuit, and a repair station wouldn't make too much of a difference because of how much the Exo lacks of mobility.
I think weapons should stay on mobile units.
<b>@ xxswatelitexx:</b>
The <i>cow tipper</i> they call it.
Could be. I just can't see it with how much of a liability an Exo is for marines.
A stun or push ability could work with the claw, but you just gave me another idea actually.
However,against fades and onoses grab action pins down exo to a fade or onos.When grab was successfully used,claw cant punch anymore,while minigun is still able to shoot.Both Fade and Onos can attack when grabbed.While fade can use blink to escape(although it'll require a lot of energy to teleport out of the claw and without blink you are trapped), Onos cant. When exo and onos moves into different direction,Onos slowly pulls Exo in the desired direction but is severly slowed himself.When Exo uses turboboost it slowly pulls Onos in the desired direction.Fade's weight is not enough to affect Exo's movement.Light Exo pilot can hold Onos or Fade as long as he wants,but he should be carefull not to die because of low armor,decreased dps(no claw attack) and Onos` or Fade's attacks.
Annoying unsupported hit-run-onoses are sentenced to death.However with team organisation on Alien side Light Exo will die instantly or will not get close enough to Onos to perform a grab.
And if you want a true 50 res unit on the Marine side, just increase the jetpack cost to 20 as it should be, because it's the single best upgrade for marines that boosts their offence and defence more than weapon or armor upgrades themselves. Then you can buy a GL + welder and you have spent 50 res on a unit.
Interesting way to use the claw.
<b>@ CrushaK:</b>
I don't see any use for a repair station, really. It just slows down the process to push for marines and increases their turtling power.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Or just let players buy the fists-only base Exoskeleton for 25 res (and let the commander drop it for 25 res as well) and then have the marine buy the weapons for it at the Prototype Lab while he is in the Exo.
If the player really wanted, he could go for a melee-only Exo that is slow but punches the ###### out of Skulks for 25 res that way.
Otherwise he could add weapon upgrades as he desires:
<ul><li>5 res - Welder</li><li>20 res - Shotgun</li><li>25 res - Flamethrower</li><li>25 res - Grenade Launcher</li><li>25 res - Minigun</li><li>30 res - Railgun</li></ul>
The commander would have to research dual wielding for the Exo at the same price as the current Dual Minigun Exo for the player to buy two attachments, otherwise one remains the fist.
And I think the list above would be pretty balanced in terms of combinations and cost.
It allows Exos to wield powerful weapons like the Grenade Launcher while also having his other powerful secondary weapon available when it comes to a close counter attack, as opposed to the basic marine GL. Of course he would still have to deal with his low agility and couldn't escape grenades that got knocked back from Whips as easily.
Or Exo with Minigun + Flamethrower to fend of Skulks in close combat while having less fire power against ranged attacks from Gorges.
Or a double Shotgun Exo. Probably devastating at close range but completely lacks long range power. Seems acceptable for 65 res and can still be taken out by a coordinated alien team.
A double Welder Exo would be ridiculously defenseless but would be the ultimate support unit for other Exos at the cost of 35 res.
And of course would the player be able to actually leave an Exo suit, so the commander doesn't drop an Exo for a player who can't afford any of the weapons.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure if a double GL-Exo wouldn't be too strong after all. It would be completely helpless in melee combat on it's own, but could still pose quite a spamming threat if accompanied by other Exos. Probably might deserve a nerf to the grenades then or extra high self-damage.
Also can any1 explain to me why the alien comm may drop an onos egg but the marine comm may not drop a dual exo?
That being said, I do think the Marines commander should be able to drop a T.Res Dual-Exo if they want. There are obvious pro's and con's to doing so already built into the game with such a high priced unit.
Question: Will the knockback softstun (i.e. slow for 100 milliseconds or so)?
I ask because unless the knockback is pretty far I'm not sure how effective it would be against celerity skulks and shadowstep/blinking fades.
Also, how about a slight buff to the exosuit jumpjets? It's very slow, has a long cooldown time, and doesn't lift you very high at all (it probably shouldn't though). The slowness and cooldown make it feel very useless.