marine armor, exos, doors and upgrades
xanroth
Join Date: 2012-11-03 Member: 166331Members
<div class="IPBDescription">some suggestions about the things mentioned in the title</div>hello and thanks for reading
these are some ideas i have about the marines some are changes some are new additions i apologize if i have done anything wrong about the post i did search for exos but it was 44 pages to go through and the first 10 pages i read had nothing to do with what I'm about to suggest.
sorry for overly long "intro"
exos
i have two ideas about new exos that may or may not be balanced
flamer exo this one is the "weaker one" armed with one heavy flamer and the fist it does more damage than an ordinary flamer and is deadly towards the "none warrior or light aliens" aka skulks, gorge and lerks.
its weak towards fades and onos since they do to little damage to scare them away (at least in the onos case) and will most likly die to both before being able to kill it.
cost should be 50 because its only armed with one ranged weapon and its short ranged otherwise its identical to the basic exo.
shotgun exo this one is the hard hitter its armed with one over sized shotgun on one arm and fist on the other one.
its bad against skulk, lerk, fade and gorge due to the fact that the shotgun deals enormous damage if it hits with all the bullets but has a slow fire rate.
against onos its a nightmare since the onos is pretty hard to miss meaning that it will take a lot of damage every hit making the shotgun exo a sort of anti onos exo rest of its stats are identical to ordinary exos.
its cost should be 75 its more fair to risk losing an onos to something with the same cost in my opinion
Armor
its not what you think its actually another thing to buy from prototype labs plain simply the heavy armor from the orginal with double the amount of armor the ordinary marine have meaning it would have *2 60/100/140/180 armor on level 0/1/2/3. you may be saying wtf heavy armor where taken out with a reason it was useless in original yes but back then onos could just rofl nom a heavy.
Now they have stomp and heavy armor should be immune to knockdown however it should not be possible to sprint in heavy armor however emergency teleporting and using phase gates should be possible.
It should be available with only one command center just to make last stand turnarounds more possible and also giving marines a option to be a bit more survivable and still not be the clunky target that exos are.
and of course its not possible to use heavy armor and jet packs at once.
another thing would be that heavy armor is able to use anything with one hand giving all items a melee attack in the form of a punch that deals the same amount of damage as the axe perhaps a little less.
another downside to heavy armor is that its a bit slower than the rest and taller but on the up side you will slow down the onos just a bit longer so your friends might get away.
Doors
there should be more closeable doors on the maps and the marines should be able to close them "permanently" so only another marine can open them from any side i might add otherwise it would be a target of trolling this way there will be things like in the trailers with aliens pounding down the doors to get to you and it also gives the marines some extra protection which they need since marines are the more defensive of the 2 teams (at least in my experience its been that way most of the time).
upgrades
there should be a way to permanently buy a weapon from the advanced weapons labs. hold your booing and disagreeing until i have finished please.
i know this sounds stupid but what if the case is that you have to either pay 100 resources for that upgrade or you have to pay 3 times its original cost to be able to just pick it for free from an arms lab that supports your weapon observe this should not apply to mines and perhaps welders to.
that's all for now i apologize for bad spelling or grammar but i have syndromes to blame and if i have done anything wrong i apologize if there is something that i have formulated badly please let me know.
these are some ideas i have about the marines some are changes some are new additions i apologize if i have done anything wrong about the post i did search for exos but it was 44 pages to go through and the first 10 pages i read had nothing to do with what I'm about to suggest.
sorry for overly long "intro"
exos
i have two ideas about new exos that may or may not be balanced
flamer exo this one is the "weaker one" armed with one heavy flamer and the fist it does more damage than an ordinary flamer and is deadly towards the "none warrior or light aliens" aka skulks, gorge and lerks.
its weak towards fades and onos since they do to little damage to scare them away (at least in the onos case) and will most likly die to both before being able to kill it.
cost should be 50 because its only armed with one ranged weapon and its short ranged otherwise its identical to the basic exo.
shotgun exo this one is the hard hitter its armed with one over sized shotgun on one arm and fist on the other one.
its bad against skulk, lerk, fade and gorge due to the fact that the shotgun deals enormous damage if it hits with all the bullets but has a slow fire rate.
against onos its a nightmare since the onos is pretty hard to miss meaning that it will take a lot of damage every hit making the shotgun exo a sort of anti onos exo rest of its stats are identical to ordinary exos.
its cost should be 75 its more fair to risk losing an onos to something with the same cost in my opinion
Armor
its not what you think its actually another thing to buy from prototype labs plain simply the heavy armor from the orginal with double the amount of armor the ordinary marine have meaning it would have *2 60/100/140/180 armor on level 0/1/2/3. you may be saying wtf heavy armor where taken out with a reason it was useless in original yes but back then onos could just rofl nom a heavy.
Now they have stomp and heavy armor should be immune to knockdown however it should not be possible to sprint in heavy armor however emergency teleporting and using phase gates should be possible.
It should be available with only one command center just to make last stand turnarounds more possible and also giving marines a option to be a bit more survivable and still not be the clunky target that exos are.
and of course its not possible to use heavy armor and jet packs at once.
another thing would be that heavy armor is able to use anything with one hand giving all items a melee attack in the form of a punch that deals the same amount of damage as the axe perhaps a little less.
another downside to heavy armor is that its a bit slower than the rest and taller but on the up side you will slow down the onos just a bit longer so your friends might get away.
Doors
there should be more closeable doors on the maps and the marines should be able to close them "permanently" so only another marine can open them from any side i might add otherwise it would be a target of trolling this way there will be things like in the trailers with aliens pounding down the doors to get to you and it also gives the marines some extra protection which they need since marines are the more defensive of the 2 teams (at least in my experience its been that way most of the time).
upgrades
there should be a way to permanently buy a weapon from the advanced weapons labs. hold your booing and disagreeing until i have finished please.
i know this sounds stupid but what if the case is that you have to either pay 100 resources for that upgrade or you have to pay 3 times its original cost to be able to just pick it for free from an arms lab that supports your weapon observe this should not apply to mines and perhaps welders to.
that's all for now i apologize for bad spelling or grammar but i have syndromes to blame and if i have done anything wrong i apologize if there is something that i have formulated badly please let me know.
Comments
Flamer Exo - Yes plz.
Heavy armour - No.... Just no... Unless you made them have severe drawbacks they would just end up being exo's that can wield shotguns and weld other exos... Not something people want to see.
Doors are comming! :)
Permanent guns?
Buy it once - kill yourself 10x and the entire team has GLs for free... No thanks. :)
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PS Welcome to the forums! :)
Flamer Exo - Yes plz.
Heavy armour - No.... Just no... Unless you made them have severe drawbacks they would just end up being exo's that can wield shotguns and weld other exos... Not something people want to see.
Doors are comming! :)
Permanent guns?
Buy it once - kill yourself 10x and the entire team has GLs for free... No thanks. :)
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PS Welcome to the forums! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks for the welcome and double thanks for the feedback.
now i may ask if it is ok to sort of discuss what could be good drawbacks for heavy armor since i thought it was somewhat ok drawback.
so how about maybe they cant turn as fast as others and perhaps they cant use welders?
would that balance it?
and permanently buying perhaps if they would make it so that if you permanently buy a weapon it will not get dropped that would work?
and awesome about the doors and i hope they add flamer exos since everybody loves fire... except the aliens :)
btw thanks for reading it all
My main problem with the Heavy Armour + Exo would be I suppose the fact that due to NS2 weapons not being used by NS2 exos they are balanced for light marines, I think having Heavy Armour thrown into the mix would require everything to be re-balanced. Heavy armour in NS1 was extremely hard to kill even with focus... Giving it the ability to use phase-gates and beacon essentially makes it an exo with slightly less hp but no drawbacks. It could crouch, jump and thus dodge like a marine but have half the hp of an exo and any gun it wants, not to mention two could permanently weld each other...
The fix however that you have suggested (no welder) would make them sorta useless...
I think Railgun Exo's are being made (they are in the dev kit) next but maybe we might see flamer ones after that.
As to the permanently buying weapons I think it just defeats the *having to constantly get resources* in the game.
If the entire team spent their first 60 res on a permanent shotgun/75 on a permanent GL they would no longer even need to care about resource towers for the entire game and I think that would damage it.
But thats just my opinions :)
Sounds like a balanced suggestion.
IMO I think that armor would be a bit <i>too</i> strong. After all, aliens already need three bites to kill a marine at level 0 armor. This would make a marine more or less immune to skulks. However, I don't think the <i>idea</i> is bad. I'm actually working on a mod right now that adds a variety of things, purchasable marine armor being one of them, but it's a static. Meaning, it ignores the current armor level, and just gives a straight +20 or 30 to the marines current armor. I do like you're idea about you not being able to have armor and a jetpack though. If you wouldn't mind, is that an idea I could use?
sure go ahead
My main problem with the Heavy Armour + Exo would be I suppose the fact that due to NS2 weapons not being used by NS2 exos they are balanced for light marines, I think having Heavy Armour thrown into the mix would require everything to be re-balanced. Heavy armour in NS1 was extremely hard to kill even with focus... Giving it the ability to use phase-gates and beacon essentially makes it an exo with slightly less hp but no drawbacks. It could crouch, jump and thus dodge like a marine but have half the hp of an exo and any gun it wants, not to mention two could permanently weld each other...
The fix however that you have suggested (no welder) would make them sorta useless...
I think Railgun Exo's are being made (they are in the dev kit) next but maybe we might see flamer ones after that.
As to the permanently buying weapons I think it just defeats the *having to constantly get resources* in the game.
If the entire team spent their first 60 res on a permanent shotgun/75 on a permanent GL they would no longer even need to care about resource towers for the entire game and I think that would damage it.
But thats just my opinions :)<!--QuoteEnd--></div><!--QuoteEEnd-->
i see so what if the heavy armor would perhaps not be able to crouch and/or maybe they could have a jump like the exos aka the slow moving long charge time "jump packs" that the exos have.
and perhaps nerfing the armor to 90 as basic armor and then have it increase like the marines aka 90/110/130/150 that would make them half the armor of a basic exo on max armor level.
And maybe it would affected by lerks poison clouds since it would still have hp.
and i never really thought about the part with resources you are correct about that its probably since a lot of times I'm stuck in a last stand situation with marines that ends up with people having no resources maybe it would work if marines got a discount on weapons if they only have one resource extractor which would be the case if you are stuck in a last stand situation.
i like your opinion on this, its good feedback
scroll down and see it for your self it is a must have equipment for ns2 and we have now two mechs that are identical to one and other need a replacemet for the cheap first mech whit one mg and arm attack POWER ARMOR FTW
<a href="http://www.unknownworlds.com/ns/static/comm_manual/basic/marineEquipmentAndSupplies.htm#ha" target="_blank">http://www.unknownworlds.com/ns/static/com...Supplies.htm#ha</a>
My main problem with the Heavy Armour + Exo would be I suppose the fact that due to NS2 weapons not being used by NS2 exos they are balanced for light marines, I think having Heavy Armour thrown into the mix would require everything to be re-balanced. Heavy armour in NS1 was extremely hard to kill even with focus... Giving it the ability to use phase-gates and beacon essentially makes it an exo with slightly less hp but no drawbacks. It could crouch, jump and thus dodge like a marine but have half the hp of an exo and any gun it wants, not to mention two could permanently weld each other...
The fix however that you have suggested (no welder) would make them sorta useless...
I think Railgun Exo's are being made (they are in the dev kit) next but maybe we might see flamer ones after that.
As to the permanently buying weapons I think it just defeats the *having to constantly get resources* in the game.
If the entire team spent their first 60 res on a permanent shotgun/75 on a permanent GL they would no longer even need to care about resource towers for the entire game and I think that would damage it.
But thats just my opinions :)<!--QuoteEnd--></div><!--QuoteEEnd-->
the heavy armor coud be armed whit a HMG only and melee attack same as the assault rifle but it cant change the gun or drop it then balance cant be broken simple as that
and they are to big to fitt inside the ns2 face gate and mass recall to the base kills the mech all his marine support just disapear to main so yes porting all marines to main to save it from a small raid kills the lonley mechs the heavy is a half marine and a mech a hybrid that have the best and all the negative stuff from both marines and mechs thats how u can make it a balance unit
heavy armor and HMG was my favorite como in the ns 1 miss them terribly
scroll down and see it for your self it is a must have equipment for ns2 and we have now two mechs that are identical to one and other need a replacemet for the cheap first mech whit one mg and arm attack POWER ARMOR FTW
<a href="http://www.unknownworlds.com/ns/static/comm_manual/basic/marineEquipmentAndSupplies.htm#ha" target="_blank">http://www.unknownworlds.com/ns/static/com...Supplies.htm#ha</a>
The WAR exo
this exo is plain simply a exo made for standing up to onos since marines seriously need something to stop the onos hit and run i mean an exo can't run away whilst an onos can just rofl stomp a base then run when his armor is down.
armor maximum of 1000 yeah hold your breath I'm probably a little frustrated about the constant onos hit and runs I've suffered every game i played so my mind may not be clear about whats balanced but giving the war exo the same amount of armor as a carapace onos seems fair since the onos also have a load of hp to add to that.
weapons most likly dual miniguns but perhaps it would have a sort of hunker down mode where it gets a second set of miniguns but cant move or look behind itself making it pretty much a complete onos block that can sit there survive the onos attacks and maybe kill it, hunker down should not be possible to activate on infestation to prevent hive murder in seconds.
its cost should be 100.
it should be maybe a bit slower than normal exos and its looks should be bulkier.
why would i suggest this? its because marines really like mentioned before need some way to deal with a onos since that would make the aliens use other tactics than lets all go onos and onown the marines. and i have seriously never seen an exo beat a onos one on one or two on one both normal and dual exos i might add, and the duals do have the same cost so why can a no cost skulk kill even an experienced exo player with backup even. whilst a room full of marine with full upgrades fail at doing the same to a onos?
maybe I've only been unlucky when it comes to teammates and i know that its possible to avoid a onos without jetpack, at least if there is a arms lab in the way that i can run around, but when have running around in a circle won marines any victory?
perhaps i should have wited for the railgun exo before posting this but well to bad, its posted.
The WAR exo
this exo is plain simply a exo made for standing up to onos since marines seriously need something to stop the onos hit and run i mean an exo can't run away whilst an onos can just rofl stomp a base then run when his armor is down.
armor maximum of 1000 yeah hold your breath I'm probably a little frustrated about the constant onos hit and runs I've suffered every game i played so my mind may not be clear about whats balanced but giving the war exo the same amount of armor as a carapace onos seems fair since the onos also have a load of hp to add to that.
weapons most likly dual miniguns but perhaps it would have a sort of hunker down mode where it gets a second set of miniguns but cant move or look behind itself making it pretty much a complete onos block that can sit there survive the onos attacks and maybe kill it, hunker down should not be possible to activate on infestation to prevent hive murder in seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
My guess is, you don't play a lot of aliens. (And if the alien team has enough pres and tres to keep the onos coming in waves, the marines have already lost. Just as when the marines can roll out exos in mass, the aliens have already lost.)
Just as an aside, a dual mini exo can already kill a hive in seconds.
Just as an aside, a dual mini exo can already kill a hive in seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
i usualy pick random but in my experience most of the time aliens win and like one onos that knows what hes doing usualy means gg atleast thats the case for me
I really like the idea you had about the exo ability to "hunker down". We don't even need a new exo type for this, we simply need to add this functionality to the current exos. I don't think it would make exos too strong either, quite the contrary, if you don't use it just right, you will make yourself incredibly vulnerable to skulks and fades, as they could use the opportunity of your immobility to get behind you and hurt you while you need to become mobile again. This may be an ability somewhat like what I've heard boneshield for the onos might be. When hunkered down, the exo takes less damage from the front (nano shield that covers the front side of the exo suit?) but can still rotate his view, only very slowly. This will make it possible to still track an onos which tries to get behind you, but will make engaging faster and smaller enemies like the skulks, lerk and fade considerably harder.
I consider this a good method of allowing the exo to finally stand up to an onos, while not becoming stronger against smaller enemies at the same time (unless they choose to attack the hunkered down exo from the front, but that should fail anyways).
Thoughts? Would this be feasible?
Also: about the flamethrower exo, I think it would be quite redundant, as marines already have plenty of ways to deal with smaller enemies, like the lmg or shotgun. The handheld flamethrower already proves... ineffective at anything, so I fail to see a bigger one be more balanced. I fear the devs and alien players might not like the idea of a strong flamethrower at all, which makes sense, since a flamethrower is essentially a close range weapon, but marines are supposed to be mid to long range fighters, with melee superiority staying with the aliens.