Remove the Onos
Simini
Join Date: 2012-09-28 Member: 160916Members
<div class="IPBDescription">And instead give the Aliens another end game unit</div>Ok i'm speaking from the Alien side of things here, i can't be the only the only one who finds the Onos to be an incredibly tiresome uninteresting end game unit that only exist to make up the survivability issues of the the gorge, lerk and fade.
I believe the Onos is beyond saving now, there isn't much that can be done to increase the skill cap of the unit which right now is so low it practically doesn't exist, so here is a few things that i personally would prefer
- Remove the Onos completely, and instead make the Fade and Lerk more adequate for the end game because right now the Onos is the main thing making them so inadequate, they have a much higher skill ceilings as well making them far more fun to play.
- Remove the Onos completely and create a different more interesting end game unit that has a much higher skill cap, maybe replace it with a heavy flying unit or a snake like Alien unit that can use vents, just some suggestions.
I can't see how any real progress can be done on the Alien side of things as long as the Onos exists, the Onos is just a single minded bulldozer that any person can just pick up and play.
I believe the Onos is beyond saving now, there isn't much that can be done to increase the skill cap of the unit which right now is so low it practically doesn't exist, so here is a few things that i personally would prefer
- Remove the Onos completely, and instead make the Fade and Lerk more adequate for the end game because right now the Onos is the main thing making them so inadequate, they have a much higher skill ceilings as well making them far more fun to play.
- Remove the Onos completely and create a different more interesting end game unit that has a much higher skill cap, maybe replace it with a heavy flying unit or a snake like Alien unit that can use vents, just some suggestions.
I can't see how any real progress can be done on the Alien side of things as long as the Onos exists, the Onos is just a single minded bulldozer that any person can just pick up and play.
Comments
Do damage, run away, do damage, run away, that isn't skill, as you said it is just being cautious.
Yeah currently they have other priorities, but i believe sooner or later the Onos should be one of those priorities.
Now I agree with the premise that the onos has a very low skill cap and that's bad, but there isn't any solution presented for this problem.
Now I agree with the premise that the onos has a very low skill cap and that's bad, but there isn't any solution presented for this problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hell if i know, i just made this thread to share what i think about the Onos and how 1 dimensional it is.
May as well change the name and the description of the Onos to "i'm the best!" "bang! bang! run! run!"
Yeah currently they have other priorities, but i believe sooner or later the Onos should be one of those priorities.<!--QuoteEnd--></div><!--QuoteEEnd-->
Doing the most possible damage BEFORE running away is the difference between a good Onos and a bad one. A bad one does nothing to help the team, a good one can be instrumental in making the final push.
My only concern is the cost. 75 res is from NS1 when the entire team had shared res, it took much longer to get into an Onos than it does now. I would fully support upping the res cost to balance it out.
It's still a little bit too easy to get use to, the gap that separates the veteran Onos players from the newbie players is so tiny, and has no real room to expand.
I mainly dislike the whole skulk - start, Onos - end Alien game design, it makes every game predictable no matter what new features you add for the Aliens to use.
For example, using the Onos as an effective meat wall, moving strategically with your gorge, pushing and pulling marines, distraction, forcing beacons, etc...
The Onos might feel like a meat head but in fact, due to it's high power/survivability and price, it becomes a more tactically-vital unit.
End game is a snore and grind, no real way to sabotage or weaken marines successfully. Just pull out the tanky onos.
Linear.
I can only think of bilebomb as somewhat effective, but it deals DoT instead of DD, you siege something, and marines can weld it back faster then you can damage it......
Also the fact that you run out of energy before being able to destroy most types of structures, makes you extremely vulnerable even while destroying a single unguarded structure with bilebomb, if UWE <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121873" target="_blank">could change the formula for adrenaline</a> it would be far more versatile for sieging and flash hit and runs similar to celerity and not feel like a lower sidegrade to regular energy <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->(or downgrade since it takes up celerity's slot)<!--sizec--></span><!--/sizec--> without being overpowered as it used to be pre-capacity buff.
My point being that for 75res you don't want to have a unit with a high skillcap. Imagine newbies finaly getting those 75res together and evolving to your fictional skillintensive unit, they would quickly die wich is what happens with the lerk and the fade at first, but at least with them you don't waste 75res.
I give this first post a 8/10. Not quite the scorpian that hovars, but solid execution in style and randomness!
We most definitely need some sort of scorpian that hovars without flappin'.
Paralyzing stinger ftw!