=> Onos charge sucks - It's too weak - It takes all your energy => Make it do more damage
Gore does more damage than charge. Since you have 3 hives you might even be primal screamed making charge even more ridiculous to use for damage.
Its only practical use is to increase running speed. You have 3 hives so you probably have celerity anyway, because you definitely don't need adrenaline; you won't be using any energy on charge, because it sucks. And silence? Sorry ninja onos, not gonna work.
Onos are strong anyway, why give them a better hive 3 ability? Because you have THREE HIVES AND ARE AN ONOS! You deserve better!
Solution: make charge do some ridiculous amount of damage, like 1000 per second. This will finally make it viable again now that it's third tier. Simple as that! And it will help bring a quicker end to the boring marine alamo endgame.
Also... how much fun will it be to make marine start into a bowling alley where marines are the pins? Come on! At 1500-2000 damage per second they'll die before you even notice you're touching them!! damage_charge = 999999999!!!! Ok you get the point.
<!--QuoteBegin--Fang-[CE]+Sep 25 2003, 01:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fang-[CE] @ Sep 25 2003, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I noticed the other topics on how to speed up the Alien end game, but this topic is dedicated to solely discussing tweaking the onos charge. 2.01 has done quite a bit to solve balance issues and greatly speed up the end game situations. But the alien end game can still be a little too slow. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Made same suggestion, for same purpose, in public beta forum some time ago.
As I said then, if the aliens have three completed hives and enough res for a bunch of oni, then the game should be over. The aliens have, flat out, won the territory control and resource game. Finishing up the marines should be largely a technicality at this point.
By beefing up charge (and possibly slightly nerfing gore), oni are less unbalancing in the early game, but can still clean house in the end game.
Edit: Someone (I forget who, please claim the idea if it's yours) suggested leap should have knockback. Which I think is forking uber. For some reason, I'll really into the idea of a skulk leaping into a bunch of rines and scattering them. Even if it does no damage.
I know I personally only use gore, devour, and stomp. I gore just about everything, and only stomp/devour if it's HA. Charge has been worthless since 2.0, so what's the point.
To clarify:
1) marine game is about res, the alien game is about res AND hives. it's pretty dang hard to beat a lvl 3 ha train without 2nd or 3rd hive abilities. I don't know where the idea that NS was ONLY about res came from, but it's whack.
2) Gore does 90 damage per half-second against marines, 180 damage per half second against structures. This equates to 180 damage per second against marines, 360 damage vs structures. Charge does 160 damage per second, and drains all your energy, and is still buggy to use. Gore does more damage (more than twice as mutch against structures). What is the point?
<!--QuoteBegin--a civilian+Sep 26 2003, 06:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Sep 26 2003, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Align+Sep 26 2003, 01:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Sep 26 2003, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In any case, charge should be better than gore, meaning even against buildings- except that gore has range. How about 300 damage per second?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well, if you want it to be better than gore against structures, it'd have to do more than that. Gore does 360 damage per second against structures. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You are right, and considering how much adrenaline costs, charge should deal 500 per second.
I remember the old charge would flatten anything with 100 fps, like 1-2 seconds to kill a HA marine.
<--- ninja onos! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> regen/silence/scent of fear <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i liek
<!--QuoteBegin--Clan Hunter+Sep 27 2003, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Clan Hunter @ Sep 27 2003, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Activate charge. Switch back to Gore. Press against the building you're attacking while goring the living hell out of it.
More damage in less time using the same amount of energy. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
With adrenaline upgrade, how long can you do that for? In other words, it uses up so much energy that if you can stay in the fight for 10 seconds, you will probably be able to do as much damage with just gore, since you won't run out of energy so quickly. If you are attacking marines, stomp helps so much more than charge, and using all your energy certainly won't be good in that case. In other words, charge has such a big drawback, and such a small window of possible effective use, that it is pretty much useless.
Edit: I realized that I missed when you said that it uses the same amount of energy. So, I tested it myself. I started up a game, and went adrenaline onos. It took 15 seconds to use up all of my energy with just charge, while it took only 5 seconds with charge and gore combined. Energy is used from both attacks.
Comments
=> Onos charge sucks
- It's too weak
- It takes all your energy
=> Make it do more damage
Gore does more damage than charge. Since you have 3 hives you might even be primal screamed making charge even more ridiculous to use for damage.
Its only practical use is to increase running speed. You have 3 hives so you probably have celerity anyway, because you definitely don't need adrenaline; you won't be using any energy on charge, because it sucks. And silence? Sorry ninja onos, not gonna work.
Onos are strong anyway, why give them a better hive 3 ability? Because you have THREE HIVES AND ARE AN ONOS! You deserve better!
Solution: make charge do some ridiculous amount of damage, like 1000 per second. This will finally make it viable again now that it's third tier. Simple as that! And it will help bring a quicker end to the boring marine alamo endgame.
Also... how much fun will it be to make marine start into a bowling alley where marines are the pins? Come on! At 1500-2000 damage per second they'll die before you even notice you're touching them!! damage_charge = 999999999!!!! Ok you get the point.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Made same suggestion, for same purpose, in public beta forum some time ago.
As I said then, if the aliens have three completed hives and enough res for a bunch of oni, then the game should be over. The aliens have, flat out, won the territory control and resource game. Finishing up the marines should be largely a technicality at this point.
By beefing up charge (and possibly slightly nerfing gore), oni are less unbalancing in the early game, but can still clean house in the end game.
Edit: Someone (I forget who, please claim the idea if it's yours) suggested leap should have knockback. Which I think is forking uber. For some reason, I'll really into the idea of a skulk leaping into a bunch of rines and scattering them. Even if it does no damage.
To clarify:
1) marine game is about res, the alien game is about res AND hives. it's pretty dang hard to beat a lvl 3 ha train without 2nd or 3rd hive abilities. I don't know where the idea that NS was ONLY about res came from, but it's whack.
2) Gore does 90 damage per half-second against marines, 180 damage per half second against structures. This equates to 180 damage per second against marines, 360 damage vs structures. Charge does 160 damage per second, and drains all your energy, and is still buggy to use. Gore does more damage (more than twice as mutch against structures). What is the point?
Well, if you want it to be better than gore against structures, it'd have to do more than that. Gore does 360 damage per second against structures. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You are right, and considering how much adrenaline costs, charge should deal 500 per second.
I remember the old charge would flatten anything with 100 fps, like 1-2 seconds to kill a HA marine.
regen/silence/scent of fear <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i liek
Switch back to Gore.
Press against the building you're attacking while goring the living hell out of it.
More damage in less time using the same amount of energy.
Switch back to Gore.
Press against the building you're attacking while goring the living hell out of it.
More damage in less time using the same amount of energy. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
With adrenaline upgrade, how long can you do that for? In other words, it uses up so much energy that if you can stay in the fight for 10 seconds, you will probably be able to do as much damage with just gore, since you won't run out of energy so quickly. If you are attacking marines, stomp helps so much more than charge, and using all your energy certainly won't be good in that case. In other words, charge has such a big drawback, and such a small window of possible effective use, that it is pretty much useless.
Edit: I realized that I missed when you said that it uses the same amount of energy. So, I tested it myself. I started up a game, and went adrenaline onos. It took 15 seconds to use up all of my energy with just charge, while it took only 5 seconds with charge and gore combined. Energy is used from both attacks.