This thread is not about the Onos
Wavesonics
Join Date: 2006-12-02 Member: 58833Members
<div class="IPBDescription">(yes it is...)</div>I'll keep it short. We N-E-E-D the Onos!
Almost everything else is really at a point where we could be having some really awesome games. But as we all know almost all games come to a stale mate. I think w\ the new pathing system, Marines, if they have the upper hand, should now be able to crack alien bases.
But if Aliens have the upper hand, they just can't crack Marine bases. The Onos of course will fix this.
We need the Onos. Pretty please :)
Almost everything else is really at a point where we could be having some really awesome games. But as we all know almost all games come to a stale mate. I think w\ the new pathing system, Marines, if they have the upper hand, should now be able to crack alien bases.
But if Aliens have the upper hand, they just can't crack Marine bases. The Onos of course will fix this.
We need the Onos. Pretty please :)
Comments
You can still go in cheat mode, spawn an onos, shoot it, and hear the roar. Also the shade seems to have a "phantasm onos" abilities that puts an invisible onos on the map. :)
to compliment the definition of "beta", a game should be feature complete before balances are made. same goes for optimizations. but i see them only having enough time / resources for one or the other and given the fact they have an active playerbase that screams at anything unplayable or balanced - i see why they chose this path first.
still. the game needs content badly. its been a good minute (phasegates? then what before that, infestation placeholder?) since we've had anything substantial altough the new fade is kickass. content is just as important - especially if its integral to the gameplay - i.e. end game mechanics as Exo and Onos. just my 2 cents.
either way, i'm loving the updates and the info and they should have adverts on this site to generate income for the traffic as their pre order is more of an ongoing "service" with the community involvement and leads me to visit far too often. :)
p.s. JP would not unbalance the game too greatly, would be easy to implement, and would be a great counter to the fade currently.. would hold us off for a bit .. hint hint.
I feel very lost as alien at endgame because the rines can fully upgrade armor and weapons... this really sucks :(
Hard as a skulk! Even as Fade it is very hard (flamethrower, argh!)
You know, apart from the skulk. Skulks much through buildings hella fast. I think one of the issues is that Summit isn't really a well balanced map for the current state of the game. It was designed for 170 (I think) play, and now the game is very different. One big issue with summit I think is it's very difficult for the aliens to get a third RT. Crevice is very out of the way, as you already spend most of your pustules moving towards SA. If you can't get SA quickly then you're stuck at fairly low resources. This will definitely become more apparent when the shift and shade come in.
Just a side-note, how about an upgrade on the shade that makes pustules invisible?
Just a side-note, how about an upgrade on the shade that makes pustules invisible?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is true, but after marines have lvl 3 in armor and weapons with shotguns/flames/gl's they don't stand a chance. But I do agree with the map, it's a pain in the ass to get that third node.
I dont see this happenning too soon, since tier 1 is not completely bugfree and balanced, not to mention tier 2 (advanced armory / 2nd hive). but I completely agree with the strategy to first fix and balance everything we have right now available. it should be possible though to break marine "bunkers" without the onos. Minigun and exosuit will make bunkering stronger, the onos should bring that in balance and not tier 2 bunkering.
...And I think what we need is <b><u>Xenocide</u></b>!
Xenocide was a very powerful attack against marines and did TWICE damage against structures in a fairly large radius.
Just imagine 5 skulks running into the base and commiting xenocide.
lets say 2 skulks get shot before they explode, but 3 exploding skulks should do enough damage to kill a sentry turret (or more because of the radius).
But the xenocide should need at least 3 hives until the aliens are able to research it, or even 4 hives so that xenocie is only an endgame finisher.
...And I think what we need is <b><u>Xenocide</u></b>!
Xenocide was a very powerful attack against marines and did TWICE damage against structures in a fairly large radius.
Just imagine 5 skulks running into the base and commiting xenocide.
lets say 2 skulks get shot before they explode, but 3 exploding skulks should do enough damage to kill a sentry turret (or more because of the radius).
But the xenocide should need at least 3 hives until the aliens are able to research it, or even 4 hives so that xenocie is only an endgame finisher.<!--QuoteEnd--></div><!--QuoteEEnd-->
i have never seen four hives in one game, rarely even three for that matter.how about it needing a expensive initial research then a cheap 1pres
Not yet... It is a problem that affects Lerks' machine gun Spikes as well, since they do Light damage (instead of Normal, which is the only damage type that receives upgrades). The other weapons that receive no benefit from weapon/attack upgrades (but should) are Pistol, Healing Spray, (and those questionable ones:) Flamethrower, Axe, and Grenade Launcher.
Just a side-note, how about an upgrade on the shade that makes pustules invisible?<!--QuoteEnd--></div><!--QuoteEEnd-->
You can reach both generator and crevice with three cysts. My usual opening is to drop three cysts to generator, send one drifter to gen and the other to crevice, then three cysts to crevice, build generator, build whip, build crevice, upgrade melee one, then leave commander and go fight until its time build second hive.
When I wrote this I was still under the assumption that cysts needed line of sight for each other, so it's not so relevant now