50 Rez Exo Should Get A Flamethrower.
Al_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.
Comments
Maybe when it walks it should place a min with every step?
The 50 res costs less because it is less.
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.
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.
I like this idea. Just to add something interesting to the mixture.
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.
It helps if you quote what you are responding to.
I was quoting you clearly
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?
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-->
<!--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.
Yeah I like it. Single gun exo is obsolete when the dual arrives. Ideally we should not have overlapping weapons or classes.
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.
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.
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.
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...
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.
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
FATALITY!
<!--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.
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!
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.