<!--quoteo(post=2012603:date=Nov 6 2012, 04:04 PM:name=MaLiBu*KiLL3r)--><div class='quotetop'>QUOTE (MaLiBu*KiLL3r @ Nov 6 2012, 04:04 PM) <a href="index.php?act=findpost&pid=2012603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With an No Exo / No Onos Mode a round could last much longer and would be more based on skill then on who gets first overpowered research<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens can only really break sieges with onos + bilebomb gorge combination or with onos spam. Marines do not need exos for anything. Thus your suggested change would directly make marine turtling a more common phenomenon. Marines have jetpacks and arcs to kill hives with, so they could still easily win a defending alien team.
I see the point for aliens to need the onos , I just had thoughts about how games could be decided more by skill of each player then by who gets onos / exos first
<!--quoteo(post=2012931:date=Nov 6 2012, 06:52 PM:name=MaLiBu*KiLL3r)--><div class='quotetop'>QUOTE (MaLiBu*KiLL3r @ Nov 6 2012, 06:52 PM) <a href="index.php?act=findpost&pid=2012931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see the point for aliens to need the onos , I just had thoughts about how games could be decided more by skill of each player then by who gets onos / exos first<!--QuoteEnd--></div><!--QuoteEEnd-->
The speed at which one team gets exos/onos *is* decided by skill. Defend your RTs, hit their RTs. It's an RTS/FPS hybrid, map control is crucial.
1. Exos are terrible. People in pubs are finally starting to realize this more and more, and aliens are finally learning how to play against them in the last few days.
2. Aliens need onos to finish the game. It's the only unit which can really consistently stand against A3/W3 GL spam on the final tech point.
3. Games are decided by the skill of each player. You can rush onos with aliens, and a skilled team will take it down no problem. You can rush exos with marines, and a skilled team will take them down or finish the game around them (base rush) no problem. The game is NOT decided by who gets "X" first. It's decided by winning isolated fights, and the overall resource game.
Comments
Aliens can only really break sieges with onos + bilebomb gorge combination or with onos spam. Marines do not need exos for anything. Thus your suggested change would directly make marine turtling a more common phenomenon. Marines have jetpacks and arcs to kill hives with, so they could still easily win a defending alien team.
The end.
The speed at which one team gets exos/onos *is* decided by skill. Defend your RTs, hit their RTs. It's an RTS/FPS hybrid, map control is crucial.
1. Exos are terrible. People in pubs are finally starting to realize this more and more, and aliens are finally learning how to play against them in the last few days.
2. Aliens need onos to finish the game. It's the only unit which can really consistently stand against A3/W3 GL spam on the final tech point.
3. Games are decided by the skill of each player. You can rush onos with aliens, and a skilled team will take it down no problem. You can rush exos with marines, and a skilled team will take them down or finish the game around them (base rush) no problem. The game is NOT decided by who gets "X" first. It's decided by winning isolated fights, and the overall resource game.