50 Rez Exo Should Get A Flamethrower.

Al_Ka_PwnAl_Ka_Pwn Join Date: 2007-12-26 Member: 63264Members
The fist on the 50 rez exo is really dumb, it's dumb to use, and look at. Why not replace it with something that makes sense like a flamethrower. Now this exo has a purpose and people might actually use it as support to help ward of skulks and support their team. Also it's viable all game instead of being totally outclassed by the double gun exo.
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Comments

  • SmellyPantsSmellyPants Join Date: 2012-11-04 Member: 166704Members
    Maybe throw on some missile launchers on the shoulders?

    Maybe when it walks it should place a min with every step?

    The 50 res costs less because it is less.
  • qweewq990qweewq990 Join Date: 2012-11-18 Member: 172230Members
    I thought that fist can be added later to take the weapons of the infantry
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    a heavy flamethrower and fist would make more sense than a minigun and a fist. Atleast there would be some reason to buy the 50res version
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    "it costs less because it IS less".... that's a poor argument
    An onos is 75 res and is more than the 75 res exo.

    So why does the double MG exo cost 75? Because it's broken.
  • SmellyPantsSmellyPants Join Date: 2012-11-04 Member: 166704Members
    <!--quoteo(post=2027775:date=Nov 18 2012, 04:54 AM:name=purephoenix)--><div class='quotetop'>QUOTE (purephoenix @ Nov 18 2012, 04:54 AM) <a href="index.php?act=findpost&pid=2027775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"it costs less because it IS less".... that's a poor argument
    An onos is 75 res and is more than the 75 res exo.

    So why does the double MG exo cost 75? Because it's broken.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1v1? Maybe, if the Onos is able to sneak up on the exo

    Should an exo be alone? No.

    "Because it's broken" is the most overplayed crybaby line on these forums. If you suck with a class, it's because it's broken.

    People suck with exosuits. Plain and simple.
  • SmellyPantsSmellyPants Join Date: 2012-11-04 Member: 166704Members
    <!--quoteo(post=2027770:date=Nov 18 2012, 04:41 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Nov 18 2012, 04:41 AM) <a href="index.php?act=findpost&pid=2027770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a heavy flamethrower and fist would make more sense than a minigun and a fist. Atleast there would be some reason to buy the 50res version<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea. Just to add something interesting to the mixture.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    one does not simply suck at something where all you do is hold down mouse 1
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    <!--quoteo(post=2027775:date=Nov 18 2012, 04:54 AM:name=purephoenix)--><div class='quotetop'>QUOTE (purephoenix @ Nov 18 2012, 04:54 AM) <a href="index.php?act=findpost&pid=2027775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"it costs less because it IS less".... that's a poor argument
    An onos is 75 res and is more than the 75 res exo.

    So why does the double MG exo cost 75? Because it's broken.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I actually tested dual exo vs onos on a server yesterday (229 patch). A full unload (zero heat to overheat) of the dual miniguns with 100% bullet hit either kills a carapace onos, or leaves him with less than 50 health. Out of 3 attempts, 2 resulted in death and 1 left the onos at 20 health (no armor). I think the 20 health attempt might've happened because one or two of the bullets strayed somehow?

    The problem is that an exo/onos is never 1v1. They always have escorts... and the exo starts shooting other stuff (guns heat up), approaches a corner, gets distracted, onos hits it in the back, and you have a dead exo.

    If they're purely 1 on 1, an armor 3 exo is an excellent match for a carapace onos.
  • SmellyPantsSmellyPants Join Date: 2012-11-04 Member: 166704Members
    <!--quoteo(post=2027787:date=Nov 18 2012, 05:11 AM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Nov 18 2012, 05:11 AM) <a href="index.php?act=findpost&pid=2027787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one does not simply suck at something where all you do is hold down mouse 1<!--QuoteEnd--></div><!--QuoteEEnd-->


    It helps if you quote what you are responding to.
  • NoMoreChilliesNoMoreChillies Join Date: 2012-11-11 Member: 169666Members
    I agree with the flamethrower idea since it does little damage to players but alot to structures.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2027794:date=Nov 18 2012, 09:53 PM:name=SmellyPants)--><div class='quotetop'>QUOTE (SmellyPants @ Nov 18 2012, 09:53 PM) <a href="index.php?act=findpost&pid=2027794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It helps if you quote what you are responding to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was quoting you clearly
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    edited November 2012
    I agree with the point that the 50 res exo is completely useless. To me it just feels like an unfinished version of the double exo. Comparing it to the alien would be like having a 50 res onos version that would be smaller and less resistant. Nobody would like to use that since the diference would be minimal. Plus it's not a real choice. If you can, you'll take the double exo, because buying the 50 res version is more like: damn i can't aford the double exo.

    In fact it would be more fun if the 50 res exo presented a real choice like when you go for the fade instead of the onos because it's faster and it's a diferent way of playing! I would like to be able to choose the 50 res exo because it plays dirently than the double exo.

    Maybe if the 50 res exo were lighter and less resitant with an icegun (for example) that would freeze the enemies, rendering them slower and eventually stoping them (considering how big the enemy is), therefore making them easy targets for other players. Maybe it could have a low freeze damage or none depending on what fits best. That would make the lower suit atractive while not overpowered ragarding it's cost. Plus the icegun would be a great way to fight a major marine problem: alien's increased mobility!

    What do you think?
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    edited November 2012
    <!--quoteo(post=2027792:date=Nov 18 2012, 10:52 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 18 2012, 10:52 PM) <a href="index.php?act=findpost&pid=2027792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually tested dual exo vs onos on a server yesterday (229 patch). A full unload (zero heat to overheat) of the dual miniguns with 100% bullet hit either kills a carapace onos, or leaves him with less than 50 health. Out of 3 attempts, 2 resulted in death and 1 left the onos at 20 health (no armor). I think the 20 health attempt might've happened because one or two of the bullets strayed somehow?

    The problem is that an exo/onos is never 1v1. They always have escorts... and the exo starts shooting other stuff (guns heat up), approaches a corner, gets distracted, onos hits it in the back, and you have a dead exo.

    If they're purely 1 on 1, an armor 3 exo is an excellent match for a carapace onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    People already know this, that's why it's a broken excuse for an "upgrade".
    Exos require 2 cc's, proto, exo research, dual minigun research and 3 armour researches before the first onos-equivelant Exo.
    With 1 hive an onos is equally powerful, how is that balanced?

    Let's not even touch upon supported exos/onos because realistically, with umbra or a gorge the onos is hands-down superior by far.

    Look at it cost-wise; Crag hive upgrade, chamber, carapace reserach, onos... around 110 resources
    2nd cc, 15 res, proto 40 res, exos 30 res, dual minis 30 res, armour ranks 1,2,3 15/25/35 respectively; <u><b>265 resources points</b></u>
    Spending 265 res should result in something at least on-par with an onos that actually scales decently.

    In this quote; Somebody too stupid to notice when something is *actually* broken;
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Because it's broken" is the most overplayed crybaby line on these forums. If you suck with a class, it's because it's broken.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • inveigleinveigle Join Date: 2004-01-07 Member: 25117Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=2027770:date=Nov 18 2012, 03:41 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Nov 18 2012, 03:41 AM) <a href="index.php?act=findpost&pid=2027770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a heavy flamethrower and fist would make more sense than a minigun and a fist. Atleast there would be some reason to buy the 50res version<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=2027783:date=Nov 18 2012, 04:02 AM:name=SmellyPants)--><div class='quotetop'>QUOTE (SmellyPants @ Nov 18 2012, 04:02 AM) <a href="index.php?act=findpost&pid=2027783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea. Just to add something interesting to the mixture.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1, this is a fantastic Idea and a great way to expand the Marine arsenal.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2027955:date=Nov 18 2012, 11:51 AM:name=inveigle)--><div class='quotetop'>QUOTE (inveigle @ Nov 18 2012, 11:51 AM) <a href="index.php?act=findpost&pid=2027955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1, this is a fantastic Idea and a great way to expand the Marine arsenal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I like it. Single gun exo is obsolete when the dual arrives. Ideally we should not have overlapping weapons or classes.
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    edited November 2012
    <!--quoteo(post=2028053:date=Nov 18 2012, 06:55 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Nov 18 2012, 06:55 PM) <a href="index.php?act=findpost&pid=2028053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I like it. Single gun exo is obsolete when the dual arrives. Ideally we should not have overlapping weapons or classes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's why I suggest a 50res exo with freezeguns ( they would sprey like the flamethrower does) that could mildly damage the enemy but greatly reduce it's speed in combat, eventually, depending on the lifeform, bringing it to a complete halt! I want to be able to say: yeah i'm going for the 50res exo because it's fun and I want to mix it up, not because I have no res for the double barrel exo.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i like this idea, the 1 mini exo is pointless once the 2 mini exo comes available, but a flamer exo would not be worth taking until the duel mini exo comes available since it would need support.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    <!--quoteo(post=2027936:date=Nov 18 2012, 09:26 AM:name=purephoenix)--><div class='quotetop'>QUOTE (purephoenix @ Nov 18 2012, 09:26 AM) <a href="index.php?act=findpost&pid=2027936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Look at it cost-wise; Crag hive upgrade, chamber, carapace reserach, onos... around 110 resources
    2nd cc, 15 res, proto 40 res, exos 30 res, dual minis 30 res, armour ranks 1,2,3 15/25/35 respectively; <u><b>265 resources points</b></u>
    Spending 265 res should result in something at least on-par with an onos that actually scales decently.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this whole perception that onos is OP comes from the ability of the alien commander to drop eggs. If the egg drops were moved to 3 hives, or delayed to when players have the p.res to afford oni, or removed altogether, we would see a whole lot less onos spam.

    Marines have to research exos, true. But by the time players can afford it (which is the only way to get dual exo btw, com can't drop them even if he has the t.res and they're researched), it's probably researched anyway.
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    <!--quoteo(post=2028108:date=Nov 18 2012, 08:17 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 18 2012, 08:17 PM) <a href="index.php?act=findpost&pid=2028108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this whole perception that onos is OP comes from the ability of the alien commander to drop eggs. If the egg drops were moved to 3 hives, or delayed to when players have the p.res to afford oni, or removed altogether, we would see a whole lot less onos spam.

    Marines have to research exos, true. But by the time players can afford it (which is the only way to get dual exo btw, com can't drop them even if he has the t.res and they're researched), it's probably researched anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually the com can drop exos, i've allready seen it been done, the problem is that for onos eggs you just need 75res and for an exo drop you need over 200 res to research it and then the regular 75 to drop it.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    The com can't drop dual exos. It's a problem with the interface not having enough buttons I think (lol). He can only drop single exos.

    And yes, onos can be dropped without having to be researched in any way which makes the it more OP than exo drops, single or dual, anyway. Even if the com could drop dual exos, he can't do it before they're researched...
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Yeah onos is equivalent to a dual exo.

    Onos drops after getting second hive - 40 tres.

    Single exo drop after getting second command chair (15), armoury (10), advanced armoury (20), proto lab (40), exo research (30) - 115 tres.


    Now marines are supposed to hold more resource nodes anyway, but not by that major margin for something inferior.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    <!--quoteo(post=2027864:date=Nov 18 2012, 02:22 PM:name=Luminoth)--><div class='quotetop'>QUOTE (Luminoth @ Nov 18 2012, 02:22 PM) <a href="index.php?act=findpost&pid=2027864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with the point that the 50 res exo is completely useless. To me it just feels like an unfinished version of the double exo. Comparing it to the alien would be like having a 50 res onos version that would be smaller and less resistant. Nobody would like to use that since the diference would be minimal. Plus it's not a real choice. If you can, you'll take the double exo, because buying the 50 res version is more like: damn i can't aford the double exo.

    In fact it would be more fun if the 50 res exo presented a real choice like when you go for the fade instead of the onos because it's faster and it's a diferent way of playing! I would like to be able to choose the 50 res exo because it plays dirently than the double exo.

    Maybe if the 50 res exo were lighter and less resitant with an icegun (for example) that would freeze the enemies, rendering them slower and eventually stoping them (considering how big the enemy is), therefore making them easy targets for other players. Maybe it could have a low freeze damage or none depending on what fits best. That would make the lower suit atractive while not overpowered ragarding it's cost. Plus the icegun would be a great way to fight a major marine problem: alien's increased mobility!

    What do you think?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, the marines are way too close to the aliens in terms of mobility. And it's a fact that stunning/taking out the controls from the player is not a really good idea :\. I know, there's stomp in the game, but atleast that stomp isn't as annoying as the classic NS1 Onos eating a whole marine
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    A flamer thrower + Single mini gun exo would be awesome!
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I would be fine with adding a standard flame thrower in replacement for the glove. However, I would expect a little give some where. As an example, the flame thrower heat also affects the minigun, so you have to choose which one to use in which situation; Maybe even use a slightly different model, like someone was floating around on the forum yesterday. This way it requires player skill to use successfully and insures exos just don't come a impenetrable wall of flames and bullets.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i want to be able to charge up my claw attack, so when i release the mouse button it will grab a skulk and pick it up and hold it infront of me, then either proceed to crush it or if it is a bigger alien like a gorge or fade, it would move it into the minigun so i can shoot it point blank

    FATALITY!
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    Now that's a bloody good idea.... claw is ######ly hard to use already... give it a high-risk high-reward pay off!
  • deathst4rdeathst4r Join Date: 2003-08-10 Member: 19365Members
    <!--quoteo(post=2027770:date=Nov 18 2012, 06:41 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Nov 18 2012, 06:41 AM) <a href="index.php?act=findpost&pid=2027770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a heavy flamethrower and fist would make more sense than a minigun and a fist. Atleast there would be some reason to buy the 50res version<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=2028053:date=Nov 18 2012, 01:55 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Nov 18 2012, 01:55 PM) <a href="index.php?act=findpost&pid=2028053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I like it. Single gun exo is obsolete when the dual arrives. Ideally we should not have overlapping weapons or classes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1.

    Flamer and Fist? Yessir, that would be soooo exoordinarily cool! :)


    Bottom line:
    If we do not get that heavy flamethrower/fist combo, at least give the fist a damage boost to say 75.
    Or: Make it deal 50 damage to A: aliens/ B: structures, while dealing 100 damage to A: structures/ B: aliens.
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    <!--quoteo(post=2028201:date=Nov 18 2012, 10:30 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Nov 18 2012, 10:30 PM) <a href="index.php?act=findpost&pid=2028201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, the marines are way too close to the aliens in terms of mobility. And it's a fact that stunning/taking out the controls from the player is not a really good idea :\. I know, there's stomp in the game, but atleast that stomp isn't as annoying as the classic NS1 Onos eating a whole marine<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wait a minute, they're not that close in moblity except when having the jetpack wich you still have to pay for. I've been killed so many time by a skulk cause a marine going backwards is almost like standing still, while a alien can retreat at almost the same speed as it moves forward.

    Anyway on a head to head race the skulk aways catches the marine, no point in running...

    So I stand by my point: an icegun would be awesome!
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    When people complain about marine mobility, they mean phasegates. Aliens had similar in NS1 (could teleport between hives), but now have to do without in NS2.
  • DullahanDullahan Join Date: 2012-11-19 Member: 172360Members
    I don't think you need to go as far as changing the weaponry to provide a niche for the basic exo. You just need to make the fist a viable alternative to double chainguns, with appropriate pros and cons to encourage a tactical decision between purchasing either exo rather than the current state of only buying the basic exo in desperate situations.

    So the solution is to make the fist more effective in some fashion. That could be as simple as giving it an AoE so that it's more effective at deterring skulks from nipping at your heals, causing an addition effect on hitting an alien (such as a temporary stun) or an increase in damage in some capacity.


    Alternatively, give the 50 res exo the option to upgrade to a dual chaingun exo. This isn't an ideal solution, but atleast buying the cheaper exo doesn't screw you over that way.
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