Onos charge speed increase too slow

|strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
Small issue. The rate at which the Onos gains speed during charge is a bit too low. It almost feels as if speed is gained from distance covered, not the length of time charge is used for. I say this because charge is several times faster using celerity than it is using adrenaline. That may seem obvious, but charge should have a higher top end speed using adrenaline simply because you can charge for longer. The way it is now, celerity is an absolutely no brainer with almost no downsides compared to adrenaline.

Comments

  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    As soon as you get shot, celerity stops.
    Adrenaline allows you to charge in, gore a few people, and then charge away.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited February 2013
    Just tested this, and the potential issue is not the speed gain. In fact, in either case, celerity or none, the Onos reaches "maximum speed" in less than a second. The problem is that maximum speed without celerity is 12, and with celerity is close to 17.

    Oddly enough, the reason celerity is so much better, even when using charge, is because the speed up is too fast. There isn't enough time for the extra energy with adrenaline to have any noticeable affect over celerity.

    Just to be clear, in case somebody takes this the wrong way. What I'm proposing is not a buff to the Onos, its actually a nerf. Currently, with celerity being the preferred choice for the Onos, they receive the best of both worlds. Everything is perfect, even charge works best with celerity. By making charge work better with adrenaline, not only do you add more choice and personal preference to the mix, but you also reduce the overall effectiveness of a single upgrade, thus reducing the Onos' overall effectiveness when he has to choose between two of them.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    I miss the first iteration of Onos movement where you slowly built up momentum while running. That shit made you feel unstoppable.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited February 2013
    I miss the first iteration of Onos movement where you slowly built up momentum while running. That shit made you feel unstoppable.

    I would much prefer it if charge was less "restrictive". I've never been a fan of those straight line speed ups that take away control from the player. I would prefer if pressing the charge button simply put you into that mode of movement, were you slowly gained speed over time, draining a bit of adrenaline the entire time, and slowing you down when taking corners that are too sharp.

    That way celerity in inexperienced hands would yield faster map traversal, but adrenaline in experienced hands would be even faster than that.

  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    |strofix| wrote: »

    I would much prefer it if charge was less "restrictive". I've never been a fan of those straight line speed ups that take away control from the player. I would prefer if pressing the charge button simply put you into that mode of movement, were you slowly gained speed over time, draining a bit of adrenaline the entire time, and slowing you down when taking corners that are too sharp.

    That way celerity in inexperienced hands would yield faster map traversal, but adrenaline in experienced hands would be even faster than that.

    The only problem with being able to have more control with charge is the damage bonus the onos gets while charging. 2X damage along with speed and control would be problematic in my eyes, as the onos could charge in, 1 shot a marine, and run out without the marine having a chance to dodge.

    I did like charge in NS1 better though (it was almost exactly like you said, but did small DoT as long as the onos was in contact with an enemy)
  • hushus Join Date: 2012-11-25 Member: 173206Members
    Personally I'd rather see the go-go gadget extend-a-horn getting reduced so that there is more than 1 place a person can jetpack to that isn't reachable by an onos mashing jump and attack.
    Getting killed on the rafters in Atrium is absurd.
  • OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
    I find that celerity isn't the best choice for onos considering that it consumes so much adrenaline.
    Sure you get the movement speed boost which may be helpful in large maps but if you get hit, you lose the celerity speed buff.

    Stomp and Charge both require a considerable amount of adrenaline, usually you'll be able to charge in, stomp once or twice and gore 1 or 2 marines to death before having just enough adrenaline to charge out.
    I say that celerity is better for alien players who are good at managing their adrenaline, otherwise the safest bet is to go adrenaline as an Onos.


    Also, protip: Gore does more damage if you manage to hit a marine mid-charge.
    So charge in, gore a marine. stomp. gore more marines, charge out.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    I have always been a bit vague on the increased damage charge mechanic, how exactly does that work?
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