Stomp - Kind Of Cheap

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
i gotta say i think stomp is kind of a cheeze thing. an adren onos and a skulk can take out a train of heavies with this. i think itd be kind of better if the effects were more like the conc nade in tfc - slow you down and throw off your aim. what do you guys think?
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Comments

  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    If a ha train is careless enough to let an onos get close enough to them to do this or walk in a next to perfectly straight line while moving to a hive or the comm doesn't warn them of an onos, correct me if I'm wrong but they deserve to get stomped, eaten, gored, etc. I could understand that a sensory chamber could affect their line of view, but if they have ha, they should have mt and be able to avoid things like this.
  • Juchel_ZeroJuchel_Zero Join Date: 2003-07-14 Member: 18155Members
    Its a freaking onos, of course it kills. In 1.04 when I first tryed onosing I had a big adrenaline and/or drug-that-makes-you-feel-good rush because it felt like you were a giant armored rhino with 500hps and 350armor(I was like OMG!! followed by making you feel like totally superior), now with the new 150 armor you are, well, a rhino. Don't be suprised if a heavy team gets killed by one or two that ambush or use backup with stomp.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    The only thing I dislike about onos is the ability to turn 180 degrees and stomp while retreating. Since Onos is just a big lumbering beast, I always thought lowering the yaw/turn speed would be a good idea (e.g. some mods lower yaw (turning) speed when using sniper guns, etc.).
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Stomp coupled with insta-kill devour and annoyance for the marine in 30 seconds is kinda cheap
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful. Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    I reckon just shorten the range of it a bit.
  • SynapsisRacerSynapsisRacer Join Date: 2002-11-16 Member: 8974Members
    <!--QuoteBegin--Forlorn+Oct 20 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful. Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    stomp already doesn't do squat against a rine that's off the ground (jumping or JP) so, if you can't time it right, then just run and hope he doesn't know how to aim with stomp.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--SynapsisRacer+Oct 20 2003, 11:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SynapsisRacer @ Oct 20 2003, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 20 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful.  Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    stomp already doesn't do squat against a rine that's off the ground (jumping or JP) so, if you can't time it right, then just run and hope he doesn't know how to aim with stomp. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No marine jumps high enough to avoid stomp. Only a jetpack marine can avoid it.

    Other than that, a marine sitting on top of an armory will be hit by stomp right now.
  • SynapsisRacerSynapsisRacer Join Date: 2002-11-16 Member: 8974Members
    <!--QuoteBegin--Forlorn+Oct 20 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SynapsisRacer+Oct 20 2003, 11:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SynapsisRacer @ Oct 20 2003, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 20 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful.  Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    stomp already doesn't do squat against a rine that's off the ground (jumping or JP) so, if you can't time it right, then just run and hope he doesn't know how to aim with stomp. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No marine jumps high enough to avoid stomp. Only a jetpack marine can avoid it.

    Other than that, a marine sitting on top of an armory will be hit by stomp right now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that's why I saw an HA jump over a shockwave coming his way and managed to escape?
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin--Forlorn+Oct 20 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SynapsisRacer+Oct 20 2003, 11:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SynapsisRacer @ Oct 20 2003, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 20 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful.  Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    stomp already doesn't do squat against a rine that's off the ground (jumping or JP) so, if you can't time it right, then just run and hope he doesn't know how to aim with stomp. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No marine jumps high enough to avoid stomp. Only a jetpack marine can avoid it.

    Other than that, a marine sitting on top of an armory will be hit by stomp right now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I jump stomps all the time. It's all in the timing and where you jump to, really. But it is very possible to do.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--QuoteBegin--SynapsisRacer+Oct 21 2003, 04:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SynapsisRacer @ Oct 21 2003, 04:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 20 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SynapsisRacer+Oct 20 2003, 11:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SynapsisRacer @ Oct 20 2003, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 20 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 20 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think stomp is kinda cheese, there's no way to avoid it in certain situations and it's immensly powerful.  Hopefully 2.1 will look at making it a better and more fun move.

    Perhaps if you could jump it?

    Or, ideally, make it a la TFC sorta thing where your aim is screwed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    stomp already doesn't do squat against a rine that's off the ground (jumping or JP) so, if you can't time it right, then just run and hope he doesn't know how to aim with stomp. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No marine jumps high enough to avoid stomp. Only a jetpack marine can avoid it.

    Other than that, a marine sitting on top of an armory will be hit by stomp right now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that's why I saw an HA jump over a shockwave coming his way and managed to escape? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    if he jumped out of the way and out of it's path, then yes, he's more likely not to be stomped. In practice anyway, thats what I've found.

    -Lee
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    I only disagree with the fact that you can't jump over stomp...
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    You could dodge stomp, as in jumping out of its path before it reaches you, but you can't jump over it. If its already reached you then you'll be stunned when you land.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Would be really interesting if Stomp made marines' weapons get dropped - not right next to them, of course, but some distance away. Or at the very least make a falling animation - so the entire heavy train falls down. Ah, stomp isn't amusing enough.
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    To those saying have stomp mess up your aim. Unless it made you start firing sideways messing up your aim would do very little in NS given the Alien teams Melee heavy game, when something is RIGHT IN YOUR FACE not firing where the crosshair is makes very little difference. If a HA train is bunched together and comes within stomp range of an onos, they get what they deserve.
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    I agree with Aaron, he shouldn't be able to turn around and stomp so fast. Unrealistic, and kinda cheap. An ono's runs in, starts getting owned, runs away, I chase (feeling all giddy and excited inside) and he does a quick quartersecond turn stomp and keeps running. Kinda like sex without the nut.
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    edited October 2003
    I've always found the Onos to be too powerful. To those who say you shouldn't let the Onos get close, that point is mooch. What are you supposed to do when it/they wait right around the corner? What do you do against a bunny hopping onos? It hops right up, stomps, devours one and gores the rest of the ha, almost nothing you can do against this breed. Jumping over stomp is not an option, even if you get lucky, an adren onos can just stomp right over again. Stomp is over powered, it stops everyone, and there is really no counter. before you bring up the jetpack counter point, read this. Jetpack, not only does gravity have some wierd effect on jetpackers, the gas runs out incredibly fast. Add in the fact that the onos has an insane verticle reach limit, it all adds to an incredibly over powered unit. A good jetpacker can indeed escape an onos but not everyone is a skilled jetpacker. When the counter to one normal player is a team full of co-ordinated skilled players, you know something is amiss.
  • WyzcrakWyzcrak Pot Pie Aficionado Join Date: 2002-12-04 Member: 10447Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--Dead_Dan+Oct 20 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dead_Dan @ Oct 20 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've always found the Onos to be too powerful. To those who say you shouldn't let the Onos get close, that point is mooch. What are you supposed to do when it/they wait right around the corner? What do you do against a bunny hopping onos? It hops right up, stomps, devours one and gores the rest of the ha, almost nothing you can do against this breed. Jumping over stomp is not an option, even if you get lucky, an adren onos can just stomp right over again. Stomp is over powered, it stops everyone, and there is really no counter. before you bring up the jetpack counter point, read this. Jetpack, not only does gravity have some wierd effect on jetpackers, the gas runs out incredibly fast. Add in the fact that the onos has an insane verticle reach limit, it all adds to an incredibly over powered unit. A good jetpacker can indeed escape an onos but not everyone is a skilled jetpacker. When the counter to one normal player is a team full of co-ordinated skilled players, you know something is amiss. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's always nice when someone else posts your thoughts exactly before you have the chance to. Saves you a lot of time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Summary: Stomp needs a nerf or another counter.

    Wyzcrak
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    I'm gonna have to disagree with that Wyzcrak seeing how the marines now have cheaper HA and onos w/support is the only real counter to HA trains.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    edited October 2003
    <!--QuoteBegin--Clan Hunter+Oct 20 2003, 11:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Clan Hunter @ Oct 20 2003, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To those saying have stomp mess up your aim.  Unless it made you start firing sideways messing up your aim would do very little in NS given the Alien teams Melee heavy game, when something is RIGHT IN YOUR FACE not firing where the crosshair is makes very little difference.  If a HA train is bunched together and comes within stomp range of an onos, they get what they deserve. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know about that. Ever played tfc? I think its the concussion grenade or something, it messes up your aim by making your screen move around so you can't really aim at all...
    I think it'll be better for stomp to mess up your aim, it'll make it less overpowered(won't make you stunned in one place for skulks to kick your ****), yet not completely useless.
  • zojakownithzojakownith Join Date: 2003-05-14 Member: 16280Members, Constellation
    but in tfc your enemies are not within melee range, if your straight ahead of me in or near melee range i would have to turn A LOT (like 180 degrees) in order for it to actually affect marine players a significant ammount. (remember its a 2nd hive ability so it needs some oomph)

    Changing your aim 45 degrees in any direction is fine in TFC where your enemies are at range, but in NS you would still hit them with almost every shot.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Onos can stun you from almost the whole room away in s77 Vestibule on Lost. That's bogus. A more fair range should be a gore-length circular area around the onos.
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    <!--QuoteBegin--BOBDOLOL+Oct 21 2003, 12:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Oct 21 2003, 12:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know about that. Ever played tfc? I think its the concussion grenade or something, it messes up your aim by making your screen move around so you can't really aim at all...
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ... and its pretty easy to learn conc aim in tfc... in NS a marine with conc aim would be the death for all onos. IMHO stomp is ok, I dont see any other counter to HA trains, with a nerfed stomp marines would win every time when they get groups of ha/hmg.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    edited October 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If a ha train is careless enough to let an onos get close enough to them to do this or walk in a next to perfectly straight line while moving to a hive <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You are kidding right? Most corridors in NS are exactly as wide as the Stomp effect. One stomp, 3-4 skulks GG train. Unless you're suggesting they spread out more, and become pick off targets?

    Any ability, which can simply at the press of a button negate any chance of defending / and the skill of the players (and multiple Oni, OMG.) is a bit too powerful. I like how stomp works, but simply stunning you completely is a little overpowered, imo. As far as stomp is concerned, doesn't matter how good you are as a marine, you're dead.

    Some sort of disorientation would be better, rather than a blanket 'No.'

    [EDIT] And JP's = Counter to Oni? Ha ha. That's pretty funny.[/EDIT] <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    Give the marines a little chance to jump over stomp. It should be hard to do it but possible.
    I don't like the tfc conc effect because it moves your view like an 8 (predictable), there are anti-conc-scripts and you can modify the tracers to get a better aim... in NS this would be pointless, the aliens have to get close and an onos is a huge target.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Well saying marines shouldn't be bunched together is kind of stupid, considering most maps are tight corridors, or spaces of some sort. Stomp needs some sort of adjustment or something, mainly because of perpetual stomp. I like stomp the way it is except for the fact that an onos can keep you stomped forever.

    As for making their aim screwy when stomped, I don't think its a good idea. If anyone knows of the sniper from RTCW theres no need to let the steady bar go green, if you can make the corrections with your mouse. I see it being the same for messing up your aim from stomp. It screws your aim, but if you can make the corrections it wouldn't matter. I'm sure with a bit of coding it could be made where correction wasn't possible, but thats kind of a lame move for an onos anyway imo. I think stomp is most fitting, just needs a few changes.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    If stomp screwed up your aim then smaller classes could do the killing.

    No crap the onos can't approch you, that's the whole point.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    the JP to counter stomp: Most hallways are not tall enuf to allow to get over the stomp, if they are your still WELL within there gore range. I don't see how stomp gose in a line like it dose, whould't it go out every way? and Aliens are not stuned by this? And your telling me that suit of power servo's is't tuff enuf to counter the ground shaking? And why don't grenades knock marines over? they shake the map more then stomp dose, i guess that magic FF system stops that too. I like the idea of marines falling over(even tho its still the same effect as normal stomp), at lest thing its a bit more life like then just being "stuck" to the floor, and a bit more funny.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Oh and the whole "don't get ono get close to you", its BS. I'v been cloaked(or under the MT block of a sence) and got right inthe face of a marine and ate him, and its worked vs pro players too, people who whould beat me senceless if they choulda seen me.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Perhaps shortening the range and tweak the energy cost might help. But seriously, yesterday we were losing the game, we had all upgrade chambers and I had 100 res, so I went onos. I got approximately about 16-21 HA-devour kills thanks to stomp.
    I stomped the HAs, devoured one and switched to stomp them again and run away. It was soo easy.
This discussion has been closed.