Locking the number of exos
Mad selection
Join Date: 2013-01-01 Member: 176967Members
You need to add a feature that will allow the commander to lock the number of available exos. Simple and efficient.
I won't upgrades exos anymore it's fucking dumb how often they will cost you the game because too many marines will jump into one as soon as they are available. And yes even if you take great care at warning them.
I'm done getting frustrated to lose a long and hard fought match and seeing peoples get angry at each others because one unit become available. It shouldn't be that way.
I won't upgrades exos anymore it's fucking dumb how often they will cost you the game because too many marines will jump into one as soon as they are available. And yes even if you take great care at warning them.
I'm done getting frustrated to lose a long and hard fought match and seeing peoples get angry at each others because one unit become available. It shouldn't be that way.
Comments
use ur rifle for the entire game until you have 100 res, dont spend any money on anything at all that would benefit the team earlier (welder, mines, shotgun) and then expect to train into all 3 alien hives with one big exo train. (yes they will have 3 hives because you have 7 marines who have 100res not doing shit waiting for dualmini)
Slightly unrelated but maybe a warning to people is created when they have over 75 res?
Upgrade JP and not exo, and make damn sure you sink enought res into everything to be able to say that you can not afford exo research.
You can also say IF you have exo that the baseguard exo gets a few free macs.
/weird idea
If EVERYONE is in exo's noone can use meds. id join the party and grab myself a exo base guard. Yes it will be a catastrophic fail, but atleast then they will notice how evil full team exo is.
Having a hard lock would incite marines to follow exos and bid their time until one die so they can take the relay. It would also incite marines to use their ressource meanwhile.
And even if they are properly supported and "unstoppable" the aliens have the advantage of strenght and mobility: the commands centers expotantially become easier to kill as more exos are fielded. That's the real problem not the performance of the exos themselves.
And noobs will be noobs. It sucks to see peoples have argument over such a trivial thing and it happen almost automaticaly the moment too many peoples get the exos since soon after marines lose the game most of the time.
Exos are not tanks they are support as said by Mad Selection, if you ask me Exos are just mobile turrets an they are useful because of egg stomp so theres that, an would you think that a several hundred pound Exo to be able to beacon'd that a downside other then the dependence on marine support to actually stay on the field other then a minute or two when attacked by aliens, its a good strategy to make marines beacon to get an exo by itself etc etc
Youre right it is a good strategy to just avoid the exo and his support team to go kill all the other marines bases. So good that its what happens every single time marines send a few exos + support to an alien hive, provided the alien team is smart and coordinated. There is no Way for marines to prevent this, a beacon will yield a partial marine team since some players are exos. And the exos in the alien base are incredibly vulnerable.
And to those saying Exos are not tanks, they are support .. this is not correct. A MAC is a support unit as it is useless in battle alone. Exos are assault or siege units, if you wish to classify them. They do the heavy damage with limited mobility and limited sight. This is exactly how US troops used tanks in the Vietnam war. Tanks support the troops, troops support the tank, so by your thinking everyone is a 'support' role..