Expensive Classes, Why Keep 'em?
Wirhe
Join Date: 2003-06-22 Member: 17610Members
<div class="IPBDescription">[Beta 3: Classic]</div> After reading "Onos Claw Not Cutting It Vs Ha?", concerning the relative weakness of onos vs. HA (or anything bigger than my toe-nail), I thought: why should aliens have that expensive class at all? They die quick, wasting their res in the process, so why keep expensive classes to hinder them? Why not make some cheaper class instead, or nerf onos so that the cost could be the same as with fade? (50 at max).
Just in comparison: fully equipped HA costs 45 res, so that's just as much marines can lose per death at maximum.
Just look at the situation now: aliens are losing most of the matches, true, but are doing fairly well against anything not-turret-farmed. Onos isn't necessary, it's expensive, it's obsolete.
So, tell us your opinion: why should it be kept and why not? I have told mine with a good reason, so flame away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Just in comparison: fully equipped HA costs 45 res, so that's just as much marines can lose per death at maximum.
Just look at the situation now: aliens are losing most of the matches, true, but are doing fairly well against anything not-turret-farmed. Onos isn't necessary, it's expensive, it's obsolete.
So, tell us your opinion: why should it be kept and why not? I have told mine with a good reason, so flame away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Comments
Besides, Onos + Umbra = Teh win.
Still, I prefer (and use) fade far more. Their hit and run attacks not only are effectrive, but they reduce marine morale too.
Fade > Onos atm imo. (With any amount of hives)
Fully equiped HA = HA 20, welder 5, HMG 20, research HA 40, upgrade armoury 30, 115 Max
Fully tanked up onos = gestation 75, upgrades 2 each, 81 res Max
Just in comparison: fully equipped HA costs 45 res, so that's just as much marines can lose per death at maximum.
Just look at the situation now: aliens are losing most of the matches, true, but are doing fairly well against anything not-turret-farmed. Onos isn't necessary, it's expensive, it's obsolete.
So, tell us your opinion: why should it be kept and why not? I have told mine with a good reason, so flame away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
At one time the Onos had a ton of HP, and was extremely awesome and fit perfectly in classic. It however, was changed to suit combat. GG <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Fully equiped HA = HA 20, welder 5, HMG 20, research HA 40, upgrade armoury 30, 115 Max
Fully tanked up onos = gestation 75, upgrades 2 each, 81 res Max <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You can't follow that logic because a 10 res shotgun can easily destroy a 50 resource fade.
While I do find it uberly lame when onos devour and run after camping outside the rine spawn, its the most usefull weapon against HA the kharaa have
Edit: Just thought I'd add
Natural Selection Classic should never be compromised for Combat balance, never!
All these Co nubs are making it harder to get a good ns game
Fully equiped HA = HA 20, welder 5, HMG 20, research HA 40, upgrade armoury 30, 115 Max
Fully tanked up onos = gestation 75, upgrades 2 each, 81 res Max <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But you don't have to research them over again to hand out another heavy or HMG, which makes that rather invalid as you would have to follow what would be the alien's ideal onos.
Let's make a 6v6 game... Let's take the average 8 minutes for an onos to appear.
5 people gorge to drop RTs 50, 5 rts 75, 3 dcs 30, hive 2 50 (someone has to regorge,) 3 mcs 30, onos 75, upgrades 4. All that equals 314 res, and that HA, doesn't even half that...
si senior. more fun for everyone.
I play on a server with truckloads of vets and consties, and aliens win about 75% of all matches if I had to guess.
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very true, didnt think of that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
On regular pubs with (mostly) Average Joe's <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
The basic line behind this thought was, if you read closely: "they die quick." Marines die in a minute or two, and so do aliens. Whereas marines do not need to worry about their upgrades, every alien takes care only for himself. So, why make the hit so big? Why not make more regular units available more often than some ?ber extra-expensive class seen only once per player (per game)?
(Eh, not even sure did *I* hit the bottom line clearly enough <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Ha costs 45 res, right? Lets round that up to 50 to make it simple.
Now, that means 2 HA should be an even match vs an onos.
I think this is what was intended to happen anyway.
Supposing 2 HA can stand their ground and win 50% of the time vs an onos, does this seem imbalanced?
The answer isn't obvious, but no, it is not balanced, because it requires 2 teammates on one side and 1 on another. Unless humans have twice the number of players, we're talking a serious imbalance if aliens attack in groups.
My thoughts were just to prevent HA devour and make them cost more for more armor. This way, 1 HA can stand his own against 1 onos. It makes it balanced in every respect, not just cost and effectiveness.
Wrong, onos costs 75 res, but you're off-topic <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> The subject wasn't HA vs. Onos, but should onos stay as a expensive unit like that, or should there be high-res units at all.
What servers are you playing in? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It is true, that onii die very easily to even one HMG (with some LMG support). Fades are minced meat vs shotties. But also the number of hives and the players skill makes a HUUUUUGE difference.
A 2-hive onos with regen and adren + some skilz is damn difficult to kill. Adrenaline allowes the onos to stomp for very long, regen (and maybe some unlucky marine) heals the damage that has been caused. And it's important to know when to run away. Skilled players know, and usually by the time they die, they can afford another onos.
And fade is even more dependant on skills. It shouldnt try to take out more than three LMG LA:s at a time (maybe not more than two, if rines have LVL 3 weapons). Once again, retreating and healing is the key.
So I think the costs are good, but something needs to be done with balance.
The HMG does what, 15 base damage? 15x125 (you have to be an idiot to miss with all 125 shots or have horrid lag/HB lag)=1875 points of damage. That onos is gone folks, despite armor, upgrades and what not. In V2, onos was rather balanced due to the FUBARED hitboxes. Now, they're like skulks. Hell 2-3 LMG marines can kill one with concentrated fire. Something needs to be done about that kinda thing, either through a drop in cost (the thought of a 5 min onos though is unsettling and truthfully, would make more problems) or beefing up one of it's attributes (I've always been partial to onos having different armor absorbtion of damage rate.) HA is rather balanced, a few skulks jump just one and jump around, biting him and he'll die rather quick. Add in a bit of umbra, a few fade swipes or something and it's all the easier. JPs need a nerfing but that's an entirely different thrread.
In short, the onos needs it's stats beefed up, or something to that. It should still cost a pretty penny, but maybe lowering the res cost a bit (65 sounds nice to my ears...) might help as well.
1: Resource control. So what if a group of fully equiped marines can take on 1 onos, that seems fair. An onos, however, can take out an rt/electified rt in a matter of seconds.
2: Crowd control: If a group of marines are headed to point A, you can pick off at least 1 and still run away. Devour is a great weapon when used correctly (that means that you should have celerity/regen and a path that you can escape to *omg you need to think!*). On average it takes a rine 30-60 seconds to digest. By then you could have completely healed and can take another rine out.
3: High Tech: At 2 hives, if you can team up with a lerk, the combo of stomp and umbra is unbeatable. 3 HA fully equiped marines stand no chance, 4 if you have good aim.
We should keep the higher class, it is most neccesary for countering the upper rine tech IF you dont treat Classic like Combat.
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Oh, and I can't wait for Apr 23 (read main page if you're still out of the loop).
Just in comparison: fully equipped HA costs 45 res, so that's just as much marines can lose per death at maximum.
Just look at the situation now: aliens are losing most of the matches, true, but are doing fairly well against anything not-turret-farmed. Onos isn't necessary, it's expensive, it's obsolete.
So, tell us your opinion: why should it be kept and why not? I have told mine with a good reason, so flame away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
At one time the Onos had a ton of HP, and was extremely awesome and fit perfectly in classic. It however, was changed to suit combat. GG <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*sniff* Ol' 900/850 Onos. <-- Might be wrong on the carapace.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=68243' target='_blank'>Onos Claw Not Cutting it Vs HA Discussion.</a>
Aliens win more often than marines, (Don't believe me? Go find some stats) that's the #1 wrong assumption you make,
and Onos are nessesary counters to huge base farms (onos are completley invincible to turrets) and HA.
This comes from tons of clan play and pub experience.
While I think it would be more flexible and fun if aliens had equal-but-different species choices instead of a linear progression, making Onoses that cost effective and, well, ordinary really goes against everything they've been designed as. Onoses have already become relatively routine due to their lessened res cost and current power level...
Rush in as onos with charge, devour HA, and flee before you lose any kind of health.
Onos are very good counter to HA, you just don't know how to do it correctly. All aliens are hit and run, no matter how "good" you are. They are NOT tanks, except for the onos in umbra... that is a different story.
Fully equiped HA = HA 20, welder 5, HMG 20, research HA 40, upgrade armoury 30, 115 Max
Fully tanked up onos = gestation 75, upgrades 2 each, 81 res Max <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
umm HA's and HMG's only cost 15 each
But thats still over 100 res all-up more than 1 alein can hold- duh
Sorry I had to. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Not a assault class, and not a blocker class either... But that is beside the point. Like someone said, onos is very good against heavies when it comes to devouring and stomping, and pretty good against farms too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> So, why keep the res cost so high then, hindering aliens so much when there is ALWAYS at least three persons saving for onos?
Why not just make onos 50 res devourer-class with stats a class like that would need?
(Notice the question mark <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
I dunno how it could work out, but its maybe a solution to look into.