Early Redempt Onos
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">How the heck....</div> The games where aliens dropped dc first and someone on their team saved for redemption onos are just horrible for me. Sure some of you might think what a noob alien team, I say maybe but the redemption onos is devastating. I know he ignored to help his team build up by saving, but once he's that early onos (I forgot how many mins) all my marine outposts will be litterally to trash...
My question is, how do you deal with this situation? BTW there is no way you have comed to HA if it indeed is an early onos.
My question is, how do you deal with this situation? BTW there is no way you have comed to HA if it indeed is an early onos.
Comments
1. kill resource towers to slow down this saving process.
2. 1-hive redempting onoses are not that dangerous. theyre slow because they dont have movements for celerity. they are only a threat in close combat, they cannot stomp yet.
3. defend your buildings with human resources. its better to make the onos go back to hive and lose some marines instead of losing buildings !
4. give out 1-2 HMGs to skilled players. they will keep the onos away from your buildings.
5. kill them in their eggs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
--Jane
It's pretty impressive how a single Onos can be devastating for the whole team.
My question is, how do you deal with this situation? BTW there is no way you have comed to HA if it indeed is an early onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They proabably reach onos from anywhere as 7mins-10mins if they are purely saving. This can be countered by an arms lab with ~1-3 weapon upgrades and groups of 2 equiped with shottys. Marine teams I see in pubs do not put enough importance on the arms lab upgrades to better tech themselves and keep up with alien tech/expansion. Imo, there is to much direction on resource nodes and not enough in marine technology.
btw: if they were getting dc's anyways, its the commanders job to put even more importance on your upgrades as its a good soft counter to the first dc placed. Also: Armor #1 makes the biggest difference in every arms lab upgrade imo.
The Onos is probably going to come back to the same spot, since the player deems it strategically important enough to be worth an Onos time. Mine the two most probably attack routes by stacking all of the mines on top of one another. Just put them far enough away so they don't damage your buildings.
Shotguns are a good bet, too. They're cheaper then HMGs, don't require an upgraded armory and deal big damage upclose, especially upgraded. Against 2 hive Onos, it's pretty much the same strategy, just spread your guys out so they don't all get stomped.
Tip 1:
Don't try to protect every resource node. Have a few phase gates throughout the map in critical locations. If a node is getting hit, instruct your marines to jump to the nearest phase gate and attempt to save the node. If you feel that this response will be to slow, recycle the node, then send a squad to rebuild it. (You may want to send enough men to deal with the Onos in case he is still in the area.)
Since this is still fairly early in the game your phase gate outposts probably won't all have turrets. Make sure that you station a few marines at each one to provide an early warning system. When they see an Onos coming, they can alert you and you can send reinforcements.
(I tend to go for early phase tech now as I find it REALLY helps with area control. I would rather be able to transport a full squad into an area than have a few turrets. I add turrets later as resources are available.)
Tip 2:
The Onos makes a lot of noise. Many times you can hear him moving about the map under your view. You can tell where he is going and take appropriate action.
Tip 3:
When the Onos appears, I tend to focus more on weapon upgrades than armor. If I had level 1 armor and level 1 weapon researched when the first Onos appears I would probably research weapons 2 & 3 before focusing on armor again.
With no res coming in, and only 3 or so for each marine eaten, once the Onos goes down you'll have a nice easy period. If you keep pushing them back to their hive you'll usually find it undefended and ripe for the seiging.
Get about 7 marines together at the end of a long hallway and let the fatass come. Have the ALL open fire at nearly the same time. They don't need any other weapon besides their LMGs. If they have eyes, they WILL hit the onos, since it probably takes up nearly all of the hall anyway.
GG aliens because you only had 1 hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The other thing you will wish for is the Onos to redeem back to the hive,once he redeems he reappears in the hive area and is vulnerable,VERY vulnerable.And because he only has 1 hive and is low on health,you should just treat him like a skulk. Tell your teammates the plan,and don't forget to tell them that IF the Onos redeems when you are at the hive,the Onos is already a goner. One too many times I had almost completed this only to find my squads running away from recently redeemed Oni,just because they all only know how to speak chinese (bummer).
Truly Onos can be scary but once they redeem back at their hive they are extremely vulnerable.
As for OCs....well on most servers you wont be seeing OCs as much as before, since the rest of the alien team will be busy capping RTs or saving up for a hive.Shotguns and medspam should also make short work of OCs.