ONOS is feil

measlesmeasles 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.
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Comments

  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    The onos is a unit that is similar to the exo where it NEEDs gorge support to be viable, and that isn't necessarily a bad thing. I do think they need some 2nd hive abilities.
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    I would prefer the Onos to have the health spread in favor of armor so that light/normal damage has a longer TTK.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    well an onos dies ridiculously fast, gorges cant really heal fast enough

    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.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    There was a tweet yesterday that they rebalanced onos health/armor so it could stand up to exos. So hopefully we'll see some improvement on this topic in 219.
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    Its definitely not fun to see or play Onos in anyway in current shape or form. I mean in their trailer the show the Onos like i would expect it ingame, marines shoot at it, Onos laugh at tiny marines and their puny guns. smashes door that are wielded or closed. stuff like that. Very cool!.

    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.
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    <!--quoteo(post=1972789:date=Sep 6 2012, 07:50 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Sep 6 2012, 07:50 AM) <a href="index.php?act=findpost&pid=1972789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There was a tweet yesterday that they rebalanced onos health/armor so it could stand up to exos. So hopefully we'll see some improvement on this topic in 219.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Onos is tricky to play. You really have to know when to retreat and to compensate for the fact that most marines are going to be faster than the retreating onos (i.e. retreat into close corridors in which you can easily attack chasing marines).
  • LittleLeezardLittleLeezard Join Date: 2010-10-15 Member: 74460Members
    <!--quoteo(post=1972830:date=Sep 6 2012, 04:53 PM:name=RMJ)--><div class='quotetop'>QUOTE (RMJ @ Sep 6 2012, 04:53 PM) <a href="index.php?act=findpost&pid=1972830"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its definitely not fun to see or play Onos in anyway in current shape or form. I mean in their trailer the show the Onos like i would expect it ingame, marines shoot at it, Onos laugh at tiny marines and their puny guns. smashes door that are wielded or closed. stuff like that. Very cool!.

    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 :(
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=1972830:date=Sep 6 2012, 07:53 AM:name=RMJ)--><div class='quotetop'>QUOTE (RMJ @ Sep 6 2012, 07:53 AM) <a href="index.php?act=findpost&pid=1972830"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its definitely not fun to see or play Onos in anyway in current shape or form. I mean in their trailer the show the Onos like i would expect it ingame, marines shoot at it, Onos laugh at tiny marines and their puny guns. smashes door that are wielded or closed. stuff like that. Very cool!.

    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.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1972698:date=Sep 6 2012, 09:25 PM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Sep 6 2012, 09:25 PM) <a href="index.php?act=findpost&pid=1972698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well an onos dies ridiculously fast, gorges cant really heal fast enough

    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.
  • a®mena®men Join Date: 2012-09-06 Member: 158182Members
    damn if onos get hp boost and boneshield - I want exos to be able to step on skulks and cysts. -_-
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    I don't know... I find two hive, no upgrade, 3-4 Onos rush at 7:30 to be fairly effective.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    <!--quoteo(post=1973877:date=Sep 8 2012, 04:58 AM:name=Oprah)--><div class='quotetop'>QUOTE (Oprah @ Sep 8 2012, 04:58 AM) <a href="index.php?act=findpost&pid=1973877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know... I find two hive, no upgrade, 3-4 Onos rush at 7:30 to be fairly effective.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    WHAT WE KNOW ABOUT THE ONOS is that it has 2 Melee attacks and an area disruption/stomp.
    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.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    you people obviously havent seen the second hive onos rush. go try it and say the onos is feil. :)
  • Mr R0YB0T 0Mr R0YB0T 0 Join Date: 2010-07-26 Member: 72972Members
    edited September 2012
    We should beta test Devour. Have it be an innate ability that does not require research and go from there.
    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.
  • darkfictiondarkfiction Join Date: 2010-12-14 Member: 75677Members
    <!--quoteo(post=1974825:date=Sep 10 2012, 05:04 AM:name=measles)--><div class='quotetop'>QUOTE (measles @ Sep 10 2012, 05:04 AM) <a href="index.php?act=findpost&pid=1974825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->WHAT WE KNOW ABOUT THE ONOS is that it has 2 Melee attacks and an area disruption/stomp.
    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.
  • LittleLeezardLittleLeezard Join Date: 2010-10-15 Member: 74460Members
    <!--quoteo(post=1975063:date=Sep 10 2012, 05:36 PM:name=Mr R0YB0T 0)--><div class='quotetop'>QUOTE (Mr R0YB0T 0 @ Sep 10 2012, 05:36 PM) <a href="index.php?act=findpost&pid=1975063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We should beta test Devour. Have it be an innate ability that does not require research and go from there.
    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.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited September 2012
    <!--quoteo(post=1975357:date=Sep 10 2012, 05:50 PM:name=LittleLeezard)--><div class='quotetop'>QUOTE (LittleLeezard @ Sep 10 2012, 05:50 PM) <a href="index.php?act=findpost&pid=1975357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I only like playing Aliens, so you should buff them and nerf Marines into the ground because I hate everyone who plays them because FILTHY FPS CASUALS.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    Back to topic:

    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.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    problem now is, given the hide armor on the onos. a level 0 rifleman can solo an onos even if it has carapace, cos his armor just DROPS like anything, and given its hard to miss..
    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.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    3 clips for 1 W0 rifleman is alot, but 1clip for 3 isnt. That said 3 skulks can kill a dual mini exo if he's dumb so is that super unfair?
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    <!--quoteo(post=1978141:date=Sep 15 2012, 12:19 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 15 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1978141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3 clips for 1 W0 rifleman is alot, but 1clip for 3 isnt. That said 3 skulks can kill a dual mini exo if he's dumb so is that super unfair?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    Bonesheild makes sense.

    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
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited September 2012
    The new stomp is considerably more annoying than devour imo. Not to mention cheaper or at least it would be, if it didnt randomly not work half the time.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    Stomp in it's current form is very powerful, the issue is by the time you get it (if you ever get it) it becomes completely useless due to JPs/exos.

    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.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Onos is getting primal scream I believe. It definitely needs some love, currently it can't stand up to an exo, jpers or any larger group of marines. That's pretty sad for a 75 p.res investment. It's just a big meat shield for the rest of the team, it should at least be able to do a little more than that.
  • VagabotVagabot Join Date: 2012-04-14 Member: 150429Members, Reinforced - Diamond
    Not sure if this has been suggested before, but I couldn't find anything related to it by searching. Many posts I found focused on onos's charge movement or simply being not worth the resources. Currently the charge does no damage at all as far as I know. Given how fast onos can be brought down by even a few marines, sudden massive damage done by onos to those in its way would maybe balance it a bit (or not?). I know the developers want abilities to affect enemy players' mobility as little as possible but the current stomp stun, while consuming a lot of energy, is somewhat overwhelming. Wouldn't it also make more sense to knock marines off by a charging onos rather than an onos stomping 8 meters away from you? Even if using jetpack (in air) but being in the way of charge would cause damage and maybe bounce the marine off the course. And I'm talking about an onos running at full speed, not just any 5 meter prod. I'm not trying to bring physics into the matter, but charging at marines causing nothing in return, just feels wrong. Maybe it's just me, but Onos being the ultimate target and throphy of marines mostly because of its size and price, makes it somehow hollow. Just my 2 cents.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    you can attack while charging without interrupting the charge (excellent for hit&run) but i agree it feels quite odd to have this massive creature charge without any physical impact on the marine he crushes into. however, knocking them backwards is not a good thing for the onos to happen: you usually want to keep on attacking in melee range. knocking them prone while slowing down the charge (so you cannot just knock over an entire group of marines) sounds good though.
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    If you attack while charging do massive damage, so the speed is in that way at least taken into accoung. The damage is enough to insta-kill marines up to level 2 armour I believe.
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