General Exo.
whoppaXXL
Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
<div class="IPBDescription">While it's awesome, post your genius ideas for improvement.</div>The Exo-Suit is MASSIVE. It is all you could WANT, when you're out in the GALAXY, TERMINATING GOOEY SPACE THINGS you wouldn't even TOUCH WITHOUT A PAIR ROBOGLOVES.
It's awesome. It's the kind of space bully you wan't to be when those pesky aliens don't ever stop bugging you with their parasites and ######. But still. There's so much more to imagine.
So. While the internal news channels of the TSA run one Exo-Ad after another screaming "BUT WAIT, THERES MOAR!" with marines cheering in every corner of the solar system, we have to ask ourselves, is this really what the aliens deserve?
- Exo's squashing Eggs is nice. It's comprehensible. But it seems they aren't save anywhere, cause Exo's ignore some of the laws of physics. They can't duck, but they surely can get into every corner they want.
- Exo's bionic hand is also nice. Feels heavy and does fairly fine damage. But grabbing skulks or pushing ###### is too much for the Exo. If i could rotate that thing like a fan, screaming "WILL IT BLEND?!" while walking into a hive room, i would do it. But seriously i miss an alternative usage for it.
- Dual Miniguns are great! But after hearing the sound of them half of every game, they leave a strange taste in my ears. Also they seem to be to static in the view model.
- No Flamer attachment. Makes me feel lost big time. Overheating could trigger flames and hilarity.
- There is no single weak point on that thing besides plastering it with goo. Just munching away on it. Makes it like a moving extractor with mini guns. As skulk I like munching, but i miss a some variety. Skulks explode skill could come in handy there.
- Jump is overused. I would love to charge up a jump to get rid of aliens on my ankles, while i can't shoot anymore. Makes no sense for me to shoot all over my feet and then walk away like nothing happened.
- Buying it feels not so great. I loved the idea of the commander dropping it and marines needing it to be built. Though this would naturally courage "use-key-spamming" for the first marine to hop in. But there could be ways like dropping 2 of them in a package or sth. But all in all the "OMGDSCHG ITS ON NOW" feel is missing, same with Onos.
- Onos vs Exo needs big improvement. Right now its more like a hit-and-run battle for those two. I would love to see a special battle-system for those two.
- Destroying an exo is too much on the level of killing a marine. When this thing is going to get down, consequences should never be the same. It could lie there as wreck for a short period of time, explode while blasting everything away, marines too. et cetera.
- Beside the ARCS its also powered with its own battery, yeah? So where is the alien EMP skill for those?
- No hardcore melee laser chainsaw of doom as replacement for a minigun? (I mean, you wanted it to be a killing machine with dual mini guns, so why stop there?)
- Bit too fast for my opinion but you'll handle it.
Thanks for reading. Now post yours.
It's awesome. It's the kind of space bully you wan't to be when those pesky aliens don't ever stop bugging you with their parasites and ######. But still. There's so much more to imagine.
So. While the internal news channels of the TSA run one Exo-Ad after another screaming "BUT WAIT, THERES MOAR!" with marines cheering in every corner of the solar system, we have to ask ourselves, is this really what the aliens deserve?
- Exo's squashing Eggs is nice. It's comprehensible. But it seems they aren't save anywhere, cause Exo's ignore some of the laws of physics. They can't duck, but they surely can get into every corner they want.
- Exo's bionic hand is also nice. Feels heavy and does fairly fine damage. But grabbing skulks or pushing ###### is too much for the Exo. If i could rotate that thing like a fan, screaming "WILL IT BLEND?!" while walking into a hive room, i would do it. But seriously i miss an alternative usage for it.
- Dual Miniguns are great! But after hearing the sound of them half of every game, they leave a strange taste in my ears. Also they seem to be to static in the view model.
- No Flamer attachment. Makes me feel lost big time. Overheating could trigger flames and hilarity.
- There is no single weak point on that thing besides plastering it with goo. Just munching away on it. Makes it like a moving extractor with mini guns. As skulk I like munching, but i miss a some variety. Skulks explode skill could come in handy there.
- Jump is overused. I would love to charge up a jump to get rid of aliens on my ankles, while i can't shoot anymore. Makes no sense for me to shoot all over my feet and then walk away like nothing happened.
- Buying it feels not so great. I loved the idea of the commander dropping it and marines needing it to be built. Though this would naturally courage "use-key-spamming" for the first marine to hop in. But there could be ways like dropping 2 of them in a package or sth. But all in all the "OMGDSCHG ITS ON NOW" feel is missing, same with Onos.
- Onos vs Exo needs big improvement. Right now its more like a hit-and-run battle for those two. I would love to see a special battle-system for those two.
- Destroying an exo is too much on the level of killing a marine. When this thing is going to get down, consequences should never be the same. It could lie there as wreck for a short period of time, explode while blasting everything away, marines too. et cetera.
- Beside the ARCS its also powered with its own battery, yeah? So where is the alien EMP skill for those?
- No hardcore melee laser chainsaw of doom as replacement for a minigun? (I mean, you wanted it to be a killing machine with dual mini guns, so why stop there?)
- Bit too fast for my opinion but you'll handle it.
Thanks for reading. Now post yours.
Comments
Maybe make the minigun a bit weaker (to make it worth getting 2 over carrying just one because even that will destroy everything), and if you only carry one you can use the claw/hand for building. Phasegate usage could work if it was for example limited so that you have to stand in the gate for a couple of second to finally phase. At the time youre standing there, you take full damage and maybe cant even shoot so you cant just exploit the pg. When one exo is waiting to be phased, no one else can use the gate. Would give a little bit more flexibility without making it way too powerfull.
<ul><li>Ability to exit/enter the Exo(Drop/Pick button)</li><li>Ability ability to lock/unlock the Exo for other players(with +Use button or a controller device for the 4th slot)</li><li>Animation for closing/opening the Cockpit</li><li>Bit more variety in the Exo's design(shape is squarish, or how to say it)</li><li>More comfortable-looking design for the Cockpit</li><li>No marine HUD for the Exo, it shall have it's own design for minimap and other things</li><li>The position of the miniguns on the First Person View seems to be bit strange</li><li>Jumpjets for the Exo, so jumps would be used not to dodge enemy but to jump onto something(I also like the idea about burning skulks with the fires by whoppaXXL)</li><li>Ability to short circuit to burn parasite/strike nearby enemy by the prise of HP/Personal Resources</li><li>I expected the claw to be less hand-like, more of a 3-spike-like-finger claw</li><li>Ability to grab/throw/squish skulks with the Claw</li><li>Ability to hit in melee mode with the miniguns(so the previous feature works for the Claw Exo modification)</li></ul>
Perhaps like that
Weapon 1: Shoot for minigun Grab Skulk for the Claw
Weapon 2: Bash for minigun and the Claw
Weapon #: squish/throw skulk
And this would be too much to ask, but maybe more Exo Modifications would be nice(maybe a more melee one or Exo with an Overshoulder Missile Array)
That's it for now =)
And I like the Exo, I like a lot that it's more Mecha-like! Thanks for the great patch! =)
This is actually quite nice. You could handle that with a system that 50% of the purchase price from your wallet is given to the player who bought it in the first place. Or related to the damage.
<ul><li>Movement in all directions can afford to be a bit slower.</li><li>Should sidestep sideways instead of run sideways as full speed.</li><li>Jumping exos feels a bit messy (though I understand the need to get around obstacles).</li><li>If it's made slower, it could use more armour to compensate for movement nerfs.</li></ul>
EDIT: Also, exos feel like they can path too close to walls, and have too much room to move around and clip inside of stuff.
I kind of like this idea.
I can imagine it on pubs when you have a pg in the hive room and the exo is blocking the pg because he wants to rescue hisself while all the other marines die ;).
Also, although this <i>may</i> be unneeded, (could just be pub play giving me trouble, haven't seen a competitive match in 217 yet).
Have beacon also pull in all MACs. This gives the aliens the option of sending a couple of Fades to marine base to bust it up and force a beacon, leaving Exos out on the field vulnerable to ambushes.
I like this
Honestly, exo is in a good place right now. MAssed up with support its a nightmare but solo or in small groups its killable, the issue is that its just not as good as jetpack +shotgun/grenade launcher but thats more of an issue with the latter being too good rather than the former being too bad.
Exos using phase gates would be broken, exos building the same.
They also need to alter macs slightly, stop them from repairing eachother and maybe make mass spamming them less effective...
* The ability to open and close the cockpit hatch (gimmicky I know, but I'd like it)
* Let the Exos that have a hand, be able to pick up and operate 1 piece of normal marine equipment, ie. welder, grenade launcher, LMG, flamer etc..
* Make the movement of the Exo more clunky..currently it moves around like a omni-directional bumper car. if I want to turn around the whole thing (not just the torso) it'll take a bit of effort instead of just "going forward, going forward, going forwardZ0MGINSTANTLYGOINGBACKWARDSATFULLSPEED" ..I mean its a massive robot suit right?
* If just using the hand, let it do like..power punches of sorts. ie. you hit an alien and its sent flying backwards (for example)
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* Internal drink mixer and/or hula girl...>_> *hides*
and the one handed exo's punch should stun anything except onos
I think this calls for Super Gates! An upgraded phase gate that permits things the size of an Exo to come and go. This would allow for a balance, making the comm spend more res on researching new tech and creating a separate gate system entirely for the exo suits.
<!--quoteo(post=1970917:date=Sep 4 2012, 03:17 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 4 2012, 03:17 PM) <a href="index.php?act=findpost&pid=1970917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exos using phase gates would be broken, exos building the same.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless those abilities required their own research before they became unlocked. Ie Super Gates 20tres to research and 20res for a Super Gate, and Exo Weld 10-15tres to research and the Exo has to spend 5-10pres to buy the welder attachment from the armory.
Also I would like Dual Miniguns to require 3 tech points so it makes it much more difficult to get, if the Onos costs 75pres and needs 3 techpoints for its stomp ability Dual Minigun Exo suits need 3 CCs.
If you are comparing heavies in NS1 to Exos in NS2 you need to remember that an Onos could devour a Heavy and remove it completely from the fight.
IF Exo gets all that, i want Onos that canfly with miniguns, deal?. :D
Shotgun/flamer/GL/welder attached as the left arm, would have all the ammo constraints as usual. So you would need to get those ammo drops to reload em, and it would give exos another little extra versatility
* The ability to open and close the cockpit hatch (gimmicky I know, but I'd like it)
* Let the Exos that have a hand, be able to pick up and operate 1 piece of normal marine equipment, ie. welder, grenade launcher, LMG, flamer etc..
* Make the movement of the Exo more clunky..currently it moves around like a omni-directional bumper car. if I want to turn around the whole thing (not just the torso) it'll take a bit of effort instead of just "going forward, going forward, going forwardZ0MGINSTANTLYGOINGBACKWARDSATFULLSPEED" ..I mean its a massive robot suit right?
* If just using the hand, let it do like..power punches of sorts. ie. you hit an alien and its sent flying backwards (for example)
.
.
.
.
.
* Internal drink mixer and/or hula girl...>_> *hides*<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
How about; clicking E (use) on MAC's results in MAC making contact (to weld) PLYR. Pressing E on MAC, then moving away will make the MAC follow EXO until such time as the EXO momentum is nil.
MAC's are kind of like an arm.
THIS is a real exo suit <a href="http://imgur.com/qAYol" target="_blank">http://imgur.com/qAYol</a>
look more lighter and more mobile add it in game and delete the the 50 point mech and leve the 75 point mech as it is or whit a railgun and one mg
Dual hand exo with the sole purpose of grabbing the onos by the horn and stopping it's charge. Upon grabbing the horn, the exo and onos, and a few marines with welders and gorges, fall into a sumo wrestling arena to try and push the other off the edge. The Gorges/Marines harass each other while trying to keep their combatant healed. First one to "die" gets knocked off the edge of the ring, skulks and marines alike in the crowd cheer, and confetti explodes everywhere as the match ends.
Bonus: Give the Exo and Onos the a mawashi (the thing sumo wrestlers wear) upon entering the arena.
THIS is a real exo suit <a href="http://imgur.com/qAYol" target="_blank">http://imgur.com/qAYol</a>
look more lighter and more mobile add it in game and delete the the 50 point mech and leve the 75 point mech as it is or whit a railgun and one mg<!--QuoteEnd--></div><!--QuoteEEnd-->
What does the semi-covered suit make more an exosuit than the full-covered? The term Exosuit - also known as exoskeleton - doesn't address the bulkiness of the suit but just the fact, that a layer surrounds tightly the exterior of an organism (or something else) to protect or support it.
The exosuit is slow enough. Its ability to "jump" is literally horrible and feels clunky.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1300 HP and 1000 armor with 200 damage every 1.1 seconds from an Onos is somehow weaker than 570 armor and duals that overheat after 5 seconds and deal 5 more damage than an LMG with W3.<!--QuoteEnd--></div><!--QuoteEEnd-->I think the fire rate compensates the lack of damage per bullet. Also you can toggle the dual guns, so while you fire one the other cools down but that method of course deals only half the damage. Therefor: don't fight alone.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Onos is the problem right now, especially since it comes out in 4-6 minutes.<!--QuoteEnd--></div><!--QuoteEEnd-->Yupp.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In any case, the suggestions that I like from this thread are the idea of making the hand more useful or the option of having something other than a 2nd minigun mounted to the arm.<!--QuoteEnd--></div><!--QuoteEEnd-->Hmm yes, something that would you make feel more useful without being overpowerd.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The exosuit is slow enough. Its ability to "jump" is literally horrible and feels clunky.<!--QuoteEnd--></div><!--QuoteEEnd-->
I friggin' hope and expect that the <b>jump of a half ton suit</b> feels clunky.