Exo Stomp

MindstormMindstorm Join Date: 2012-12-17 Member: 175356Members
Wether exo's are totally worthless or just flawed doesn't really mather. I think almost everyone can agree to the fact that they need atleast a minor fix in order to improve.

For reference see this topic on the exo discussion: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=124721" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=124721</a>

-More armor: No, a walking tank doesn't need to invincible
-More speed: No. With ranged attacks this wont be fair
-Different guns: Could work, but I think a exo with flamethrower could get op.

What about an exo-sort of stomp! I have no clue as to what to call it but:

The exo could use a stomp ability, with a charge time of 1-2 seconds. Stomp would crush skulks, and only skulks. But because of the 1-2 second charge they could flee. (and increase range and increase exo shooting at them).


The thing I hate most when I even play as an exo is 2 skulks getting on my back with camo and getting me down to like 25-50% of my HP. I get that a exo should have backup, but if your team just had a beacon and your mac's aren't around it's just plain friggin dumb that this can happen. No way 2 newly spawned marines with all upgrades can get an onos to even 50% hp. And now im saying marines without jetpack and with normal gun (in res talking the same as 2 skulks with all upgrades).

The change will not affect exo vs whatever other alien, only skulks. In my opinoin this would help and restore the balance for as much as it needs restoring.

What u guys think?

Comments

  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    Making the team beacon so that the Exos are unguarded is a good tactic that's especially difficult to pull off in pub games. Why remove a tactic?

    Exos are very powerful if you use them properly: use range to your advantage and have a welder.
  • MindstormMindstorm Join Date: 2012-12-17 Member: 175356Members
    edited January 2013
    <!--quoteo(post=2064407:date=Jan 21 2013, 09:56 PM:name=nsguy)--><div class='quotetop'>QUOTE (nsguy @ Jan 21 2013, 09:56 PM) <a href="index.php?act=findpost&pid=2064407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Making the team beacon so that the Exos are unguarded is a good tactic that's especially difficult to pull off in pub games. Why remove a tactic?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why remove a tactic? In which part of my post do you read my saying that I wanna remove aliens ability to make marines beacon!?!?!?


    <!--quoteo(post=2064407:date=Jan 21 2013, 09:56 PM:name=nsguy)--><div class='quotetop'>QUOTE (nsguy @ Jan 21 2013, 09:56 PM) <a href="index.php?act=findpost&pid=2064407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exos are very powerful if you use them properly: use range to your advantage and have a welder.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I quote:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A skulk can do 166.66 DPS of 'normal' damage, which means each armor point absorbs 2 points of damage. With 580 armor, that means the effective health of either the 50 or 75 res EXOsuit is 1160 versus the skulk's bite. With the fire key pressed down, a single skulk can kill an EXOsuit in only 7 seconds

    What about welders you say? Well, a welder can heal 25 DPS for EXOs, and a skulk can do 166.66 DPS. We all know how that's gonna end. (Assuming the welder lives) Oh did I mention that the weld rate for an EXO is actually SLOWER than for a stock marine? (marines get welded at 30 per second.) How about the marine 'heal class' - the MAC? Well it will weld an EXO for a 'astonishing' 12.5 a second.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Arkahm719Arkahm719 Join Date: 2012-05-13 Member: 151988Members
    I agree fully with the stomp but maybe make it push aliens away like the phasegate used to do or the ip
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