Cannon_FodderAUSBrisbane, AUJoin Date: 2013-06-23Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
edited March 2014
I didn't know hidden fact #369. Will have to join marines and try this out.
Me: here man, have a free Exo, go on get in
Other player: U $%^^ its bound to a player, you can't jack it.
Me: no no no no, you don't know hidden rule #369. Ironhorse said it can be shared after 30 seconds
Other player: wtf, who is Ironhorse?
Me:.... You can't have my Exo if you don't use the NS2 forums, you noob \hops back in to Exo.
\then dies to 2 skulks because I suck at rail exos.
With the current "get-out-of-exo" implementation, I really see no reason to give an exo a welder. That would mitigate any reason for a marine to get out since he could sit in the exo and build stuff.
Exos not being able to build is a large balance factor with them. I wouldn't change that.
Fair point, I hadn't thought of welders for building for some reason.
False.
Hidden fact #369 : Exo suits are free to share with teammates after 30 seconds.
hmm... I was not aware of that. Not sure if I agree with that implementation but I have not seen it become a problem.
The idea is that random teammates won't be able to steal your Exo if you get out to repair or build, but if you want to you can donate the pres like you could with shotguns or other weapons.
Also little known fact: you can buy exos after jetpacks now, and if you eject early enough you can soar out of there like a fighter pilot. It's hilariously expensive and in no way useful or practical but it is fun.
Also little known fact: you can buy exos after jetpacks now, and if you eject early enough you can soar out of there like a fighter pilot. It's hilariously expensive and in no way useful or practical but it is fun.
Also little known fact: you can buy exos after jetpacks now, and if you eject early enough you can soar out of there like a fighter pilot. It's hilariously expensive and in no way useful or practical but it is fun.
Exepct when you jump out, your JP has no fuel
Oh, well, that's new. I have tried it since, like, 253.
Make a two-fisted exo with a grab attack that costs 15 res.
But I agree, hearing exo footsteps used to be scary, and forcing a beacon to take one down was thrilling.
Yeah i love sound of exo fist, to bad it is so useless , maybe if they add knockback to fist hit.
So anyway here is mine idea;
Exo starts with 2 fists- Costs 20
U buy each weapon separate,
Railgun-20pres
Minigun-20pres
Welder-20pres
Grab fist-20pres (can hold target for 2.4 sec)
But u may combine , so u may have Minigun+ railgun, railgun+ welder , welder + grab fist
but u cant have Grabfist+ minigun, i think that will be op.
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
edited March 2014
I believe the problem with exosuits are the following and some proposed changes to make them a more viable strategy:
Share your thoughts.
============================
Too expensive:
Let's say, for example, we have a match where both teams battle it out, and both have even amount of extractors (4 each?) I find, that by the time marines have 40 Pres, that Exosuits simply aren't researched in time (assuming they research isn't being rushed). There are far more beneficial upgrades needed for the marines to be kept in the game. Players saving for an onos only need time where as marines might be expected to purchase welders and mines to keep the team a float, and even shotguns if lerks and fades are running rampant. Reducing the cost to buy or research will do little to change this trend.
I find when commanding in pub games, marine commander feels like every res point is stretched thin to push the game ahead, where as aliens can have a small pool saved up for whatever.
Possible Solution to Expensiveness:
Assuming it's getting into late game. I'd like to see the Commander Purchased Exosuits make a return (2 CC's). This can open up the strategy that the marine commander can save up for a strong train push in a direction at the cost of TRES and possible ground control. With the additional Dual upgrades and 20 PRES from the marine, it could be a nice compromise. Coming up with that inital 40 can be a lot. This could allow the marines to continue to remain competitive on the field, while letting the commander the option to pool res for this.
What was the reason for the COMMANDER PURCHASED EXOSUIT removal anyways?
=============================
Too Weak/Late:
The sooner an Exosuit can be sent on the field the better, because in the absence of the Onos "counter part" they are strong by contrast, but still fail against an onos, making it close to useless against an Onos. However even in this situation, the Exosuit still suffers from lack of armor upgrades if it is rushed. Technically, the exosuit becomes powerful with more armor upgraded, but that takes time, time in which onos can come out.
Possible Solution to Weakness/Lateness
I suggest that the Armour value be fixed at a reasonable beefy amount, but weapon level still is affected by arms lab weapon upgrades. This allows for a "Mid-Game Exo-Tank" strategy. Sub-par damage, but high survival in mid-game. (Think of NS1 Heavy Armor + LMG) Which will create a spike in intense action for the aliens to group up and respond to. This mirrors the feeling that Marines get when onos appear late game. This makes this strategy viable the sooner it's used, and via upgrades competitive in later game.
=============================
Rail Guns Viability:
Let's face it, even if you do get an exosuit, railguns are often scoffed at for bringing nothing to the table that Miniguns can't do very well. Sure you have a bit of speed, and you can hit through multiple targets, but you're already slow. There is also the matter of "If you can aim, it's awesome" well if you can aim, a Minigun will be more than awesome, and doesn’t bring anything new to that role.
Possible Solution to Viability:
The Railgun's advantage is that it can pierce targets, and can deal double structural damage. So we should let it shoot through walls.
To ensure that it doesn't become an OP snipe-tank, if the shot travels through a wall, it loses it’s player-damage.
***OPTIONALLY, the distance (thickness) the shot travels through a wall, the less structural damage it does (or up to a fixed reduction amount). I doubt a dual rail gun can kill a full base faster than an single ARC anyways.
This should open up some very interesting “Rail-seige” strategies, and will make the aliens think twice about where they place their structures.
This idea does not replace the ARC’s for the same reason Grenade Launchers don't. Because ARCS are more cost effective and automated but defenseless. Whereas a Rail Gun is a bit more expensive, but maneuverable and can defend itself. And finally the Grenade Launcher is inexpensive, requires ammo, needs partial line of sight, and when be equipped with a Jetpack could be more powerful and riskier than an ARC.
It boils down to choosing two of the following in your method of Base destruction: Speed, Cost and Risk.
=============================
I'm sure there are flaws in my suggestions, but I'm just laying some brainstorm, feel free to pick away at it.
I'd actually like to see some of these changes TRIED out for balance (sewlek test mod?), because the Exosuits are not really worth a damn right now. Anyone who plays with me will know I'd go as far as to not research them if it means we can win.
I've actually lost a well fought game the instant I researched Exosuits for crying teammates. They all saved up, all bought them, all went out solo, all got killed. Whereas if Aliens saved up for that many Onos, they would strike fear into the hearts and minds of marines everywhere.
I love your videos It's Super Effective!, they help i understand game beter , so i give u one secret in return. As i wasted lot of time in tf2 forums , and any1 who ever did that knows ther story , and right now shake head while read this
This is key . If is to complikated, asks 4 lot of time, dont bring any money , i will not be done ! No mather how Awesome ,and Super Effective it is . U will get Buff/Nerf of: HP, DMG, SPEED, SOUND, TIME... in short, numbers edit (via dev console, hex editor...). New codeng lol no, just edit of old existing codes values.
So i say;
Get 2 Exos , one faster/lower HP aka Railgun now, second Slow/,more HP( not sure how much more). Why cuz u have 2 options 4 buy allready.
Second . just get guns 4 them , 2 buy sepate. No1 will do complicated things, sory 4 busting your dreams , but u need to think str8 about it m8. Hell they will not do even easy ones .
But i like this a lot
''Possible Solution to Viability:
The Railgun's advantage is that it can pierce targets, and can deal double structural damage. So we should let it shoot through walls.
To ensure that it doesn't become an OP snipe-tank, if the shot travels through a wall, it loses it’s player-damage.''
Good points and Ideas by Super. I think the problem right now is that the Exosuit is too much of a liability and risk. I've had maybe one comm in the last 30 games go Exosuit before JP (and we could tell in his voice he was trolling and trying something risky. "Guess what guys, we're going Exosuit first ")
It doesn't help that the time Exosuits can be researched is the time JPs are most needed to chase Lerks/Fades down. Even though I could "want" exos in a game, I know taking up the protolab queue for Exo research takes up a lot of time and could delay JPs enough that we'd be fighting Onos with single Exos (waste of 40 res) while JPs are still being researched.
It doesn't help (as Super alluded to) that Exos are more of a complex support weapon like artillery than an uber siege weapon like the Onos (everyone goes Onos will normally cause severe damage to Marines. All marines going Exo will mean they lose a base and their res because they're too slow).
Right now, I wouldn't mind a patch (considerably less research time?) that encourages commanders to maybe go Exo first just to maybe shift the meta and consider the Exo more often.
Nothing new here, but I need to chime in and vent my frustrations about the bloody thing!...
After a few months of not trying an exo I'll fool myself into buying one, only to have my dreams of being an armored, skulk-stomping badass shattered by its complete lameness.
Exo's are awesome looking and balanced right would be add another interesting option to the marine tech route and lead to more varied, enjoyable games.
My best guess for improving the viability of the exo's is to just buff the Armour and reduce the research costs... I'd honestly rather see OP exo's than the completely redundant ones we currently have.
Also give us an option to remove the View model and HUD clutter while using one. Maybe its just my 16:9 aspect ratio but I can't see bugger all with that lower bar blocking those pesky floor skulks.
No adjustments of parameters like damage, speed, cost or armour will solve the underlying problem the exo has and has always had on the most fundamental level: it doesn't fill a role.
Almost anything the exo can do something else can do better. ARCs are better at attacking hard-to-reach alien positions, while jetpackers are better at attacking non-crowded locations. While exos do pose a serious threat to any engaging alien lifeform, it's almost always better to have jetpackers with shotguns instead due to their versatility both in and out of combat. The current situation is that anything jetpackers cannot do, ARCs can, and whatever the exos can do, either one of these can do better and with less risk involved.
Adjusting the exo parameters to make it better at some aspect of the game (attacking buildings, killing lifeforms) will not create more interesting gameplay because there is absolutely no strategic or tactical depth in the exo concept. They do not specialise in countering anything specific nor is anything specific spesialised in countering them, and thus the parameter adjustments would either make them the best alternative or a useless res sink, and I think everybody would agree that the jetpack-shotgun combo is much more interesting to fight with and against than the exo. The entire concept of the exos is that of a rigid one-trick pony that's going to perform its boring stunt either every single game or not at all, depending on balance adjustments but never depending on the situation. Seeing how boring they are to use and fight after the initial "wow, mechas" -reaction has worn off, I'd rather not see them on the field.
The heavy armour from NS1 is a good example of a similar concept that actually works. Not only are they much more versatile than the exos as they can build, use phase gates and choose their weapons, but they actually introduce an element of strategic depth to the game. Heavies were slow, ground-bound targets that could withstand huge amounts of damage while jetpacks were fast and agile but weak. The aliens had focus fades that were quick and could deliver surgical strikes with large amounts of burst damage but couldn't stay engaged for long, while onoses were slow(ish) and tough with the key abilities of stomp and devour, which were used to stun and insta-kill, respectively. This created a clear strategic hierarchy (or rather, a circle) of countering: focus fades > jetpacks > onoses > heavies > focus fades > jetpacks... The choices the other team made in lifeform composition and tech distribution created the possibility of meaningful strategic choices, something that the exo-jetpack dichotomy of NS2 lacks completely.
It sounds like heavy armor worked well in NS1, and while we dont have focus fades, a couple of skulks/ a lerk holding RMB can counter exos these days, so letting them build might be enough to actually keep them useful.
For building/welding you dont even necessarily need a complicated new viewmodel, just have the builder laserbeam effect come from some misc. point on the chassis and nobody will complain.
Yes but if have welder exos, u can send 2 or them to push hive. They can heal each other , and do presure , no suport needed, and send jetpackers in patrol!
@Therius I agree with what you're saying but I cannot think of a viable role for the exo's with out a complete redesign.
For the time being I'd like to see them used as the heavy/tank/bulldozer 'class'. It might be boring but at-least they'd have some use on the battlefield, buffing the Armour and giving them the ability to stomp through clog walls and webs (maybe) could actually make them a viable option for aggressive charges.
Adding as welder 'gun' option is a good idea too.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited March 2014
@Therius
I really disagree - just a few value tweaks you could achieve or at least closely resemble the heavy armor role of NS1... (not that i think that exact role or implementation is the way to go, or fits ns2, per se)
Its not like you have to completely rework the exo from the ground up.. you could do it in 15 minutes worth of time, save for the last item.
-Increase armor by 15%
-Remove static scan lines
-Remove muzzle smoke effects
-Lessen muzzle flash by 50%
-Remove speed reduction while firing
-Remove beacon affecting Exos
-Allow thrusters to work laterally
-Replace the fist with something useful
It'd be far more viable (in combat as well) and can now provide a role: a strong and powerful mobile turret / mobile suppression / base destruction.
This role cannot be filled when it moves like molasses, is blind half the time, easy to destroy and is a liability at best.
Mendasp's cHUD mod actually removes all the clutter and smoke from exo view which makes shooting when them so much more enjoyable. That could be something they could consider.
So you have 30 seconds before an exo can be used by a teammate? When I first ran into this problem (unable to give my exo to a friend) somebody told me you have to move a certain distance away from your exo for someone else to take it. That made more sense to me and it worked. If you leave your exo you obviously aren't too worried about keeping it, but I can see myself getting out of my exo for longer than 30 seconds. If someone jumped in after 30 seconds when i'm standing right next to it I would get mad. But jumping out and running to a different room should indicate I no longer want my exo... now I'm gonna be counting ever second i'm out of my exo... ya know... the one time a year I buy one.
So you have 30 seconds before an exo can be used by a teammate? When I first ran into this problem (unable to give my exo to a friend) somebody told me you have to move a certain distance away from your exo for someone else to take it. That made more sense to me and it worked. If you leave your exo you obviously aren't too worried about keeping it, but I can see myself getting out of my exo for longer than 30 seconds. If someone jumped in after 30 seconds when i'm standing right next to it I would get mad. But jumping out and running to a different room should indicate I no longer want my exo... now I'm gonna be counting ever second i'm out of my exo... ya know... the one time a year I buy one.
Comments
TIL
Joke is that there is in fact that many hidden mechanics in this game.
Me: here man, have a free Exo, go on get in
Other player: U $%^^ its bound to a player, you can't jack it.
Me: no no no no, you don't know hidden rule #369. Ironhorse said it can be shared after 30 seconds
Other player: wtf, who is Ironhorse?
Me:.... You can't have my Exo if you don't use the NS2 forums, you noob \hops back in to Exo.
\then dies to 2 skulks because I suck at rail exos.
But I agree, hearing exo footsteps used to be scary, and forcing a beacon to take one down was thrilling.
hmm... I was not aware of that. Not sure if I agree with that implementation but I have not seen it become a problem.
The idea is that random teammates won't be able to steal your Exo if you get out to repair or build, but if you want to you can donate the pres like you could with shotguns or other weapons.
Also little known fact: you can buy exos after jetpacks now, and if you eject early enough you can soar out of there like a fighter pilot. It's hilariously expensive and in no way useful or practical but it is fun.
Exepct when you jump out, your JP has no fuel
Oh, well, that's new. I have tried it since, like, 253.
Yeah i love sound of exo fist, to bad it is so useless , maybe if they add knockback to fist hit.
So anyway here is mine idea;
Exo starts with 2 fists- Costs 20
U buy each weapon separate,
Railgun-20pres
Minigun-20pres
Welder-20pres
Grab fist-20pres (can hold target for 2.4 sec)
But u may combine , so u may have Minigun+ railgun, railgun+ welder , welder + grab fist
but u cant have Grabfist+ minigun, i think that will be op.
Share your thoughts.
============================
Too expensive:
Let's say, for example, we have a match where both teams battle it out, and both have even amount of extractors (4 each?) I find, that by the time marines have 40 Pres, that Exosuits simply aren't researched in time (assuming they research isn't being rushed). There are far more beneficial upgrades needed for the marines to be kept in the game. Players saving for an onos only need time where as marines might be expected to purchase welders and mines to keep the team a float, and even shotguns if lerks and fades are running rampant. Reducing the cost to buy or research will do little to change this trend.
I find when commanding in pub games, marine commander feels like every res point is stretched thin to push the game ahead, where as aliens can have a small pool saved up for whatever.
Possible Solution to Expensiveness:
Assuming it's getting into late game. I'd like to see the Commander Purchased Exosuits make a return (2 CC's). This can open up the strategy that the marine commander can save up for a strong train push in a direction at the cost of TRES and possible ground control. With the additional Dual upgrades and 20 PRES from the marine, it could be a nice compromise. Coming up with that inital 40 can be a lot. This could allow the marines to continue to remain competitive on the field, while letting the commander the option to pool res for this.
What was the reason for the COMMANDER PURCHASED EXOSUIT removal anyways?
=============================
Too Weak/Late:
The sooner an Exosuit can be sent on the field the better, because in the absence of the Onos "counter part" they are strong by contrast, but still fail against an onos, making it close to useless against an Onos. However even in this situation, the Exosuit still suffers from lack of armor upgrades if it is rushed. Technically, the exosuit becomes powerful with more armor upgraded, but that takes time, time in which onos can come out.
Possible Solution to Weakness/Lateness
I suggest that the Armour value be fixed at a reasonable beefy amount, but weapon level still is affected by arms lab weapon upgrades. This allows for a "Mid-Game Exo-Tank" strategy. Sub-par damage, but high survival in mid-game. (Think of NS1 Heavy Armor + LMG) Which will create a spike in intense action for the aliens to group up and respond to. This mirrors the feeling that Marines get when onos appear late game. This makes this strategy viable the sooner it's used, and via upgrades competitive in later game.
=============================
Rail Guns Viability:
Let's face it, even if you do get an exosuit, railguns are often scoffed at for bringing nothing to the table that Miniguns can't do very well. Sure you have a bit of speed, and you can hit through multiple targets, but you're already slow. There is also the matter of "If you can aim, it's awesome" well if you can aim, a Minigun will be more than awesome, and doesn’t bring anything new to that role.
Possible Solution to Viability:
The Railgun's advantage is that it can pierce targets, and can deal double structural damage. So we should let it shoot through walls.
To ensure that it doesn't become an OP snipe-tank, if the shot travels through a wall, it loses it’s player-damage.
***OPTIONALLY, the distance (thickness) the shot travels through a wall, the less structural damage it does (or up to a fixed reduction amount). I doubt a dual rail gun can kill a full base faster than an single ARC anyways.
This should open up some very interesting “Rail-seige” strategies, and will make the aliens think twice about where they place their structures.
This idea does not replace the ARC’s for the same reason Grenade Launchers don't. Because ARCS are more cost effective and automated but defenseless. Whereas a Rail Gun is a bit more expensive, but maneuverable and can defend itself. And finally the Grenade Launcher is inexpensive, requires ammo, needs partial line of sight, and when be equipped with a Jetpack could be more powerful and riskier than an ARC.
It boils down to choosing two of the following in your method of Base destruction: Speed, Cost and Risk.
=============================
I'm sure there are flaws in my suggestions, but I'm just laying some brainstorm, feel free to pick away at it.
I'd actually like to see some of these changes TRIED out for balance (sewlek test mod?), because the Exosuits are not really worth a damn right now. Anyone who plays with me will know I'd go as far as to not research them if it means we can win.
I've actually lost a well fought game the instant I researched Exosuits for crying teammates. They all saved up, all bought them, all went out solo, all got killed. Whereas if Aliens saved up for that many Onos, they would strike fear into the hearts and minds of marines everywhere.
This is key . If is to complikated, asks 4 lot of time, dont bring any money , i will not be done ! No mather how Awesome ,and Super Effective it is . U will get Buff/Nerf of: HP, DMG, SPEED, SOUND, TIME... in short, numbers edit (via dev console, hex editor...). New codeng lol no, just edit of old existing codes values.
So i say;
Get 2 Exos , one faster/lower HP aka Railgun now, second Slow/,more HP( not sure how much more). Why cuz u have 2 options 4 buy allready.
Second . just get guns 4 them , 2 buy sepate. No1 will do complicated things, sory 4 busting your dreams , but u need to think str8 about it m8. Hell they will not do even easy ones .
But i like this a lot
''Possible Solution to Viability:
The Railgun's advantage is that it can pierce targets, and can deal double structural damage. So we should let it shoot through walls.
To ensure that it doesn't become an OP snipe-tank, if the shot travels through a wall, it loses it’s player-damage.''
I can just imagine you saying that in game with that in game voice. Your vids a awesome btw.
It doesn't help that the time Exosuits can be researched is the time JPs are most needed to chase Lerks/Fades down. Even though I could "want" exos in a game, I know taking up the protolab queue for Exo research takes up a lot of time and could delay JPs enough that we'd be fighting Onos with single Exos (waste of 40 res) while JPs are still being researched.
It doesn't help (as Super alluded to) that Exos are more of a complex support weapon like artillery than an uber siege weapon like the Onos (everyone goes Onos will normally cause severe damage to Marines. All marines going Exo will mean they lose a base and their res because they're too slow).
Right now, I wouldn't mind a patch (considerably less research time?) that encourages commanders to maybe go Exo first just to maybe shift the meta and consider the Exo more often.
When I say "wat?" I imagine this guy/lady/thing
After a few months of not trying an exo I'll fool myself into buying one, only to have my dreams of being an armored, skulk-stomping badass shattered by its complete lameness.
Exo's are awesome looking and balanced right would be add another interesting option to the marine tech route and lead to more varied, enjoyable games.
My best guess for improving the viability of the exo's is to just buff the Armour and reduce the research costs... I'd honestly rather see OP exo's than the completely redundant ones we currently have.
Also give us an option to remove the View model and HUD clutter while using one. Maybe its just my 16:9 aspect ratio but I can't see bugger all with that lower bar blocking those pesky floor skulks.
Please, @sewlek fix me the exo's!
Almost anything the exo can do something else can do better. ARCs are better at attacking hard-to-reach alien positions, while jetpackers are better at attacking non-crowded locations. While exos do pose a serious threat to any engaging alien lifeform, it's almost always better to have jetpackers with shotguns instead due to their versatility both in and out of combat. The current situation is that anything jetpackers cannot do, ARCs can, and whatever the exos can do, either one of these can do better and with less risk involved.
Adjusting the exo parameters to make it better at some aspect of the game (attacking buildings, killing lifeforms) will not create more interesting gameplay because there is absolutely no strategic or tactical depth in the exo concept. They do not specialise in countering anything specific nor is anything specific spesialised in countering them, and thus the parameter adjustments would either make them the best alternative or a useless res sink, and I think everybody would agree that the jetpack-shotgun combo is much more interesting to fight with and against than the exo. The entire concept of the exos is that of a rigid one-trick pony that's going to perform its boring stunt either every single game or not at all, depending on balance adjustments but never depending on the situation. Seeing how boring they are to use and fight after the initial "wow, mechas" -reaction has worn off, I'd rather not see them on the field.
The heavy armour from NS1 is a good example of a similar concept that actually works. Not only are they much more versatile than the exos as they can build, use phase gates and choose their weapons, but they actually introduce an element of strategic depth to the game. Heavies were slow, ground-bound targets that could withstand huge amounts of damage while jetpacks were fast and agile but weak. The aliens had focus fades that were quick and could deliver surgical strikes with large amounts of burst damage but couldn't stay engaged for long, while onoses were slow(ish) and tough with the key abilities of stomp and devour, which were used to stun and insta-kill, respectively. This created a clear strategic hierarchy (or rather, a circle) of countering: focus fades > jetpacks > onoses > heavies > focus fades > jetpacks... The choices the other team made in lifeform composition and tech distribution created the possibility of meaningful strategic choices, something that the exo-jetpack dichotomy of NS2 lacks completely.
It sounds like heavy armor worked well in NS1, and while we dont have focus fades, a couple of skulks/ a lerk holding RMB can counter exos these days, so letting them build might be enough to actually keep them useful.
For building/welding you dont even necessarily need a complicated new viewmodel, just have the builder laserbeam effect come from some misc. point on the chassis and nobody will complain.
For the time being I'd like to see them used as the heavy/tank/bulldozer 'class'. It might be boring but at-least they'd have some use on the battlefield, buffing the Armour and giving them the ability to stomp through clog walls and webs (maybe) could actually make them a viable option for aggressive charges.
Adding as welder 'gun' option is a good idea too.
I really disagree - just a few value tweaks you could achieve or at least closely resemble the heavy armor role of NS1... (not that i think that exact role or implementation is the way to go, or fits ns2, per se)
Its not like you have to completely rework the exo from the ground up.. you could do it in 15 minutes worth of time, save for the last item.
-Increase armor by 15%
-Remove static scan lines
-Remove muzzle smoke effects
-Lessen muzzle flash by 50%
-Remove speed reduction while firing
-Remove beacon affecting Exos
-Allow thrusters to work laterally
-Replace the fist with something useful
It'd be far more viable (in combat as well) and can now provide a role: a strong and powerful mobile turret / mobile suppression / base destruction.
This role cannot be filled when it moves like molasses, is blind half the time, easy to destroy and is a liability at best.
Well if they dont want to fix, other flaws, il be happy with
Welderexo=builderexo
Oh w8 they dont want 2 do anything
Make the Exosuit AI controlled if you eject out of it, and it'll follow the owner around like a heavily armed puppy.
I'd trust an aimbotting minigun toting robo tank to cover me than some teammates ;P.
Then, then! I can tell it to go attack, and I could weld it!, We'd be the best of friends, I could ride it's back into epic battle!.
That should get those Titan Fall players into NS2
*I'm partially liking this silly idea.*
you mean at Christmas??