Exo Snare
daniel10x
Join Date: 2012-12-29 Member: 176677Members
<div class="IPBDescription">(Onos nerf)</div>I'm no expert, i never played the first Natural Selection or really can say i'm an esports pro with Natural Selection 2 but i'd like to input.
<u><b>My Issue(s)</b></u>
I've been losing alot of games as Marine when playing solely due to Onos hit & runs, the only time we successfully kill an Onos is when he gets way too big for his boots and overestimates our firepower, or he bumps into 2 dual minigun mechs which usually by that time we're winning anyway unless they have another couple of Onos' in the back.
From what i've seen (Playing Onos and playing Exo) is that Onos will generally win an ideal 1v1 situation (vs exo), however if the Onos is on the losing side he can just turn the other way and sprint into his own base full of crags and whatnot and their commander can(briefly but enough for me to lose LoS on the Onos) put up a bone wall which is also a pain in the pooper when trying to catch and kill Onos. Considering their size they're incredibly slippy and notoriously hard to kill, yet they have the same (if not more) firepower as a single minigun exo - not to mention their high HP count and free ability to crush helpless marines when engaged.
Another comparison is the simple fact that the poor marines (unless they have a jetpack) cannot escape from an Onos whereas Skulks and the like can easily get away from Exos or just simply avoid them.
I'm not saying Onos are massively overpowered and they deserve a huge nerf, but considering how very hard it is to kill them (when the game is 50-50 on each team) compared to the killability of an Exosuit , not to mention how easy for a team to have an Onos where as how much investment it takes for Marines just to get an Exosuit, it just dosen't seem fair. And to top that off Exosuits have huge weaknesses when it comes to Gorge bile bombs and panicking when two skulks jump around your legs gnashing away; an Onos has no such problem with two standard Marines and dosen't suffer from any direct Marine counters like Gorge Bile Bombs. It takes two marines way longer to kill and Onos than two Skulks an Exo.
<b><u><i>So this is my proposal</i></u></b>
Exosuits should have the ability to snare an Onos when he comes crashing into your base and starts breaking all your shizzle. It's very easy for an Onos to hit and run a marine base and then move to your second base with their massive mobility and regeneration before you can even properly recover. Most of the time we'll be making a push on an Alien forward base just to get teleported to our 2nd base by the commander (or me, sometimes) because some crazy-ass Onos is trashing everything - then he turns the other way and runs off leaving us accomplishing nothing and wasting valuable resources and attack momentum.
When the pain-in-the-arse Onos comes into your base and he sees a lone Exo, he can literally just lick his lips and left click away - Onos should have some kind of "fear" or reason to avoid Exo's, so i would suggest that the single minigun Exo's should essentially have the ability to fire a harpoon (or their hand) with a chain on it which will stick into the beast's arse and essentially act like a leash, meaning the Onos cannot escape for (a few seconds? 2 or 3 maybe?) yet the Onos still has alot of mobility and can crush marines in the typical manner in a radius around the Exo. I'd say this leash/harpoon ability to either be limited until refueled or just simply on a cooldown. Perhaps Welders/Macs can "repair the chain" of the harpoon or it just simply recharges after a few seconds. And the downside to this ability should (maybe) render the single minigun Exosuit's fist useless untill repaired.
This also means Onos wont be affected in a 1v1 scenario vs an Exosuit.
This'll stop Onos crashing into bases without a thought in a world and causing alot of damage right infront of marines just for him to easily escape - when he runs into that base and he sees an Exo (and some marines) he needs to turn the other way lest he gets caught in a snare on low HP and is finished brutally. This would also mean that the Onos have to work with their team (such as Gorges and Lerks) to be arseholes rather than just base harassing solo; this would instead mean that Onos would <i>mainly</i> be involved in base assaults rather than just harrasments (just like Exos, Exos rarely harass due to their vulnerability alone). It would also prevent all of Alien team becoming Onos and actually vary it up with Gorges/Lerks/Fades meaning that just because Onos is available dosen't mean it's the best choice.
So, thoughts or questions? Sorry for brick text<i></i>
<u><b>My Issue(s)</b></u>
I've been losing alot of games as Marine when playing solely due to Onos hit & runs, the only time we successfully kill an Onos is when he gets way too big for his boots and overestimates our firepower, or he bumps into 2 dual minigun mechs which usually by that time we're winning anyway unless they have another couple of Onos' in the back.
From what i've seen (Playing Onos and playing Exo) is that Onos will generally win an ideal 1v1 situation (vs exo), however if the Onos is on the losing side he can just turn the other way and sprint into his own base full of crags and whatnot and their commander can(briefly but enough for me to lose LoS on the Onos) put up a bone wall which is also a pain in the pooper when trying to catch and kill Onos. Considering their size they're incredibly slippy and notoriously hard to kill, yet they have the same (if not more) firepower as a single minigun exo - not to mention their high HP count and free ability to crush helpless marines when engaged.
Another comparison is the simple fact that the poor marines (unless they have a jetpack) cannot escape from an Onos whereas Skulks and the like can easily get away from Exos or just simply avoid them.
I'm not saying Onos are massively overpowered and they deserve a huge nerf, but considering how very hard it is to kill them (when the game is 50-50 on each team) compared to the killability of an Exosuit , not to mention how easy for a team to have an Onos where as how much investment it takes for Marines just to get an Exosuit, it just dosen't seem fair. And to top that off Exosuits have huge weaknesses when it comes to Gorge bile bombs and panicking when two skulks jump around your legs gnashing away; an Onos has no such problem with two standard Marines and dosen't suffer from any direct Marine counters like Gorge Bile Bombs. It takes two marines way longer to kill and Onos than two Skulks an Exo.
<b><u><i>So this is my proposal</i></u></b>
Exosuits should have the ability to snare an Onos when he comes crashing into your base and starts breaking all your shizzle. It's very easy for an Onos to hit and run a marine base and then move to your second base with their massive mobility and regeneration before you can even properly recover. Most of the time we'll be making a push on an Alien forward base just to get teleported to our 2nd base by the commander (or me, sometimes) because some crazy-ass Onos is trashing everything - then he turns the other way and runs off leaving us accomplishing nothing and wasting valuable resources and attack momentum.
When the pain-in-the-arse Onos comes into your base and he sees a lone Exo, he can literally just lick his lips and left click away - Onos should have some kind of "fear" or reason to avoid Exo's, so i would suggest that the single minigun Exo's should essentially have the ability to fire a harpoon (or their hand) with a chain on it which will stick into the beast's arse and essentially act like a leash, meaning the Onos cannot escape for (a few seconds? 2 or 3 maybe?) yet the Onos still has alot of mobility and can crush marines in the typical manner in a radius around the Exo. I'd say this leash/harpoon ability to either be limited until refueled or just simply on a cooldown. Perhaps Welders/Macs can "repair the chain" of the harpoon or it just simply recharges after a few seconds. And the downside to this ability should (maybe) render the single minigun Exosuit's fist useless untill repaired.
This also means Onos wont be affected in a 1v1 scenario vs an Exosuit.
This'll stop Onos crashing into bases without a thought in a world and causing alot of damage right infront of marines just for him to easily escape - when he runs into that base and he sees an Exo (and some marines) he needs to turn the other way lest he gets caught in a snare on low HP and is finished brutally. This would also mean that the Onos have to work with their team (such as Gorges and Lerks) to be arseholes rather than just base harassing solo; this would instead mean that Onos would <i>mainly</i> be involved in base assaults rather than just harrasments (just like Exos, Exos rarely harass due to their vulnerability alone). It would also prevent all of Alien team becoming Onos and actually vary it up with Gorges/Lerks/Fades meaning that just because Onos is available dosen't mean it's the best choice.
So, thoughts or questions? Sorry for brick text<i></i>
Comments
A dual exo is far more effective against lerks and fades than an onos, so it can pretty easily shut down the mid-tier lifeforms. If you are trying to come up with some form of buff for single-exo, and a nerf to onos at the same time then something a bit more practical might be a small energy drain on the fist attack. That way even though the single exo will likely then die the onos wont have the energy to run.
Aside from that if an exo tried to leash an onos, I am pretty sure all that would happen is the exo would get dragged around like a ragdoll.
I would like to see exos being able to stand on skulks though ...
Edit: Stupid typo
That is a really nifty idea, not overdone buff or nerf.
As far as giving marines a snare of any kind, the problem is the point of aliens I believe is their mobility, the second they get slowed they would become pathetic.
Like the previous post the problem is comparing the two. If you want to compare think of an exo attacking a hive, just about every hive is attackable from the doorway, which makes aliens have to run at the exo or go some longer route around to get behind them which still is likely to result with a mini gun to the face.
If an onos wants to attack the marine base in an equal way they are likely to be shot at before they even get to a building, and when they do they have to stick their nose in it to start damaging it. Which is what leads to onos running in and out killing marines and no buildings dieing
I personally like the idea of introducing a form of snare in the game to help deal with Onos', first thought that came to mind was snare mines that give a 3 second snare to anything that hits them, although this inst really the most fun/engaging idea as marines could just lay down mines and leave the base and its obvious that UW dont want players fighting AI that much.
Then i thought of an item like a tranquilizer dart, say it costs 10 points to buy and comes with 1 dart, if you hit an alien they get snared but gradually return to full mobility. So say you shoot a dart and hit an Onos he would move say 50% slower for 3 seconds, then every 0.5 seconds after the snare is reduced to 40 > 30 > 20 etc etc. The cool thing about a dart is that its not an item that has a greater benefit to effort ratio, you get out what you put in, you have to get the hit off before anything happens and even then you have to time it right as to not waste the dart on an Onos that is happily smashing in structures and isnt looking to run away yet.
And to stop marines just packing mass darts and spamming them over and over, give an internal CD to the ability, so an alien that gets hit by a dart cannot be hit for xx seconds after the snare has worn off.
Just a thought anyway, i have no idea how srs teams deal with onos', but from my time in rookie servers and pub servers aliens really do have a great advantage when they finally start rolling them out, and ofc no real pre requisites make it even easier to get several on the battlefield
Maybe the leash only slows the Onos from sprinting? You could have an animation of the Exosuit using the foot thrusters for extra strength if you're really that fussed - again the issue is Onos mobility in unison with the other benefits of the Onos - i'm not talking about other aliens
I personally like the idea of introducing a form of snare in the game to help deal with Onos', first thought that came to mind was snare mines that give a 3 second snare to anything that hits them, although this inst really the most fun/engaging idea as marines could just lay down mines and leave the base and its obvious that UW dont want players fighting AI that much.
Then i thought of an item like a tranquilizer dart, say it costs 10 points to buy and comes with 1 dart, if you hit an alien they get snared but gradually return to full mobility. So say you shoot a dart and hit an Onos he would move say 50% slower for 3 seconds, then every 0.5 seconds after the snare is reduced to 40 > 30 > 20 etc etc. The cool thing about a dart is that its not an item that has a greater benefit to effort ratio, you get out what you put in, you have to get the hit off before anything happens and even then you have to time it right as to not waste the dart on an Onos that is happily smashing in structures and isnt looking to run away yet.
And to stop marines just packing mass darts and spamming them over and over, give an internal CD to the ability, so an alien that gets hit by a dart cannot be hit for xx seconds after the snare has worn off.
Just a thought anyway, i have no idea how srs teams deal with onos', but from my time in rookie servers and pub servers aliens really do have a great advantage when they finally start rolling them out, and ofc no real pre requisites make it even easier to get several on the battlefield<!--QuoteEnd--></div><!--QuoteEEnd-->
Any kind of snare to stop Onos' causing damage then leaving without a problem is good enough for me; aslong as the snare isn't overdone, the Onos can be allowed to back off and accomplish nothing when he's about to attack meaning no one suffers anything and dart wont be OP which is fine. Also, a dart gun for marines instead of exo buff capability means that less tech-developed marine teams will stand more of a chance vs Onos which would be good.
Onos, fades and lerks all use energy to move quickly, (onos to charge, fade to blink and lerk to flap its wings). The flamer doesn't do too much damage, but it has 2 side effects.
1 - it stops regenerations (cause they are on fire)
2 - reduces their energy.
They spend most of their energy charging in and destroying stuff and when they get hit with the flamer, they've got nothing left to run away with. Thats when you chase them and kill them.
This obviously takes team work to master, but is a massive hit to the alien team. If you got a vocal team who play well together, get 1 person to with a flamer and stay with him, you'll get some big kills.