ONOS is feil
measles
Join Date: 2007-02-26 Member: 60122Members, Constellation
<div class="IPBDescription">All gruff no puff.</div>
The Onos is basically a fat old skulk with less ability!
I think the time when Onos is needed most is when the are grens being used. So, I propose that Onos be re-pre-equipped with smash to use on marine team doing explosion damage.
Don't get it?
Marines have plenty of insta-kill, turtleing function. Whereas the alien have a very limited melee *possibility*(!). Where will an attack land, and how much range have I got needs to be addressed, fairly. It was always a pet peeve of mine in NS1. However, NS1 supercedes this version in balance and playablity (for the alien side, atleast) with the option of entering the res-node/harvester nut-sack thingie. The simple tactic of suffocating alien team has always been used and frankly I think it's pretty boring.
The Onos is basically a fat old skulk with less ability!
I think the time when Onos is needed most is when the are grens being used. So, I propose that Onos be re-pre-equipped with smash to use on marine team doing explosion damage.
Don't get it?
Marines have plenty of insta-kill, turtleing function. Whereas the alien have a very limited melee *possibility*(!). Where will an attack land, and how much range have I got needs to be addressed, fairly. It was always a pet peeve of mine in NS1. However, NS1 supercedes this version in balance and playablity (for the alien side, atleast) with the option of entering the res-node/harvester nut-sack thingie. The simple tactic of suffocating alien team has always been used and frankly I think it's pretty boring.
Comments
1.5 seconds is all it takes for a lvl 3 dual minigun EXO to take down an ONOS
the problem is that the onos doesnt scale, thats why early onos is alot more effective and lategame onos just die really fast.
the most proposed solution thus far is the boneshield idea, where the onos is mostly invulnerable from the front ... yet vulnerable from above/sides/behind.
There has to be some reason to justify how expensive the Onos is, how much does the Exo suit cost again? because ive seen 5-6 players on marines have exo at once, ive never seen more than 1 or 2 on Alien team have Onos because they cost so much res. and those 2 die pretty much instantly, so its like 150 res or so right down the drain.
Ive actually see Exo suits do very well on their own. they can actually push in corridors, and you cannot do anything about it. If onos goes into corridor well the grenade spam owns so so hard like no tomorrow.
If they changed the spread to make them withstand exosuit gunfire then that would probably mean that they increased the health and decreased the armor.
There has to be some reason to justify how expensive the Onos is, how much does the Exo suit cost again? because ive seen 5-6 players on marines have exo at once, ive never seen more than 1 or 2 on Alien team have Onos because they cost so much res. and those 2 die pretty much instantly, so its like 150 res or so right down the drain.
Ive actually see Exo suits do very well on their own. they can actually push in corridors, and you cannot do anything about it. If onos goes into corridor well the grenade spam owns so so hard like no tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd-->
^^That :(
There has to be some reason to justify how expensive the Onos is, how much does the Exo suit cost again? because ive seen 5-6 players on marines have exo at once, ive never seen more than 1 or 2 on Alien team have Onos because they cost so much res. and those 2 die pretty much instantly, so its like 150 res or so right down the drain.
Ive actually see Exo suits do very well on their own. they can actually push in corridors, and you cannot do anything about it. If onos goes into corridor well the grenade spam owns so so hard like no tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd-->
Normal Exo costs as much as a Fade and a dualie costs as much as an Onos.
1.5 seconds is all it takes for a lvl 3 dual minigun EXO to take down an ONOS
the problem is that the onos doesnt scale, thats why early onos is alot more effective and lategame onos just die really fast.
the most proposed solution thus far is the boneshield idea, where the onos is mostly invulnerable from the front ... yet vulnerable from above/sides/behind.<!--QuoteEnd--></div><!--QuoteEEnd-->
boneshield would be awesome! it makes a lot of sense i think - since it would reinforce the fact that onos is vunerable against jetpacks. Not to mention it would just be plain fun to be a nearly invincible from the front.
it seems a bit nonsensical to blame the onos for that problem when its clearly an issue related to the res model. To stop such a thing from being OP you would have to look at starting res, research and build timings, upgrade/structure/egg drop/lifeform costs. To nerf the onos just to stop such a thing would completely render the class useless seeing as they are already underpowered in the late game.
In NS1 all lifeforms had 4 attacks. The LERK has up to 4 now (bonus!).
So I make this proposal again.
Onos 'SMASH' attack that is commonly used on structures if used on PLYRS with GL will get BLOWN THE *Happy Panda* up!**
**An empty GL will not explode.
Maybe it will be too much and UWE will make it a researched ability. Maybe they will take it out entirely.
We should at least test it during beta.
In NS1 all lifeforms had 4 attacks. The LERK has up to 4 now (bonus!).
So I make this proposal again.
Onos 'SMASH' attack that is commonly used on structures if used on PLYRS with GL will get BLOWN THE *Happy Panda* up!**
**An empty GL will not explode.<!--QuoteEnd--></div><!--QuoteEEnd-->
The onos has 2 Melee attacks? I don't know if I would call stomp a melee attack... and it's upgraded only with 3 hives so it doesn't come into play very much. Maps like Veil only have 4 tech points so if you control 3 of them long enough to have researched stomp you could have already won without stomp and just fades... I think that is one of the major issues, UWE needs to decide if they want to make certain upgrades require 3 tech points or not, and if they do Dual Miniguns definitely need to be in that category.
I'm all in for the bonesheild, but it mean that Exo suits need to employ a lot of strategy when dealing with Oni.
Maybe it will be too much and UWE will make it a researched ability. Maybe they will take it out entirely.
We should at least test it during beta.<!--QuoteEnd--></div><!--QuoteEEnd-->
Second that.
In good ol fun and balanced ns1 devour was key to onos effectiveness. The only good tool against the heavy armor heavy machine gun marines (made onos was actually usefull despite 13 jetpacking gl'ing marines.)
What bugs me is that marines got all their old stuff and and more (combined hmg and heavy armor into the exo), while aliens have distinct things taken away. Or if they weren't outright removed, require way to many hives to be practical. Skulk is fail sans (sans=without) leap. Fade is fail sans blink. Lerk currently just fails. Onos is fail without stomp, charge, and devour.
Marines can kick butt out of the gates, and only get better by the minute.
Aliens feel like there is never very much to look forward to, with grossly limited attacks, and chokingly high death rates to marines, compounded by pricy higher lifeforms. If marines dont need to research "shotgun ammo" in addition to shotguns, skulks should leap. If you dont need to research Napalm to go with flamethrowers, fades shouldnt have to research blink.
Fun attack options are waaay to stacked on the marine side. reward the alien fans UWE. Quit catering to the CoD junkies.
Just imo.
That was the gist of that post. Anyway...
Marines are far weaker in NS2 than they were in NS1. I don't know where you get the idea that they're somehow better with a good chuck of their gear/abilities stripped.
Onos has 3 attacks that I am aware of.
Bite
Smash
Stomp
Smash is on auto at the moment. You see Onos perform smash when attacking a structure.
Well, I think that it should be re-implemented to weapons (slot_2).
If used on a marine player carrying explosives (grenade launcher, mines), the explosives will detonate.
This was tested with an idle onos though btw, still, it only took 3 clips to kill him and if the hallway is long enough.... well, he couldnt get close enough to gore you to death.
3 marines can drop an onos before he can even reach them, especially if they have lvl 3 weapons. An EXO at least has a chance against skulks, and ive been in a situation you described, with 3 skulks on my exo, and i killed them all and survived.
If the onos can get boneshield then im more than ok with its current hp/armor
It was going to be implemented on Gorge if I am not mistaken.
Should bonesheild be a passive skill/attribute?
Or do we want to bind it to a command, eg;
duck + secondary/stomp
Someone earlier in the thread said that the onos needs a two hive ability and I absolutely agree with them. Only then will the onos have a second wind as anything more than a distraction.