(they have lateral thrusters now so should be less painful to maneuver than pre-thrusters) .
No they do not? :-t
Try it yourself.. the only way you can use thrusters (sprint key/default is Shift) is forward. Just pressing the key alone with no movement keys will make you go forward..
And lets be honest, if there's an alien you are combating, you are obviously firing... which makes you the same speed as a snail making its way through a marshmallow field. (75% decrease from their top speed)
In other words: The added mobility to Exos are relegated to travel only. Which does negatively impact their viability in combat, obviously.
As opposed to vertical thrusting, 'Lateral thrusting' includes Thrusting forward?? So yes, yes they do. I Hope those nits you picked are tasty
What I mean is, they can quickly turn tail and reposition faster than they could without the thrusters (with the old movement speed).
They've effectively had their movement buffed in two separate ways, despite their immobility and sheer stopping power being an iconic feature of a giant mech.
As opposed to vertical thrusting, 'Lateral thrusting' includes Thrusting forward?? So yes, yes they do. I Hope those nits you picked are tasty
ver·ti·cal adjective
1. at right angles to a horizontal plane; in a direction, or having an alignment, such that the top is directly above the bottom.
lat·er·al adjective
1. of, at, toward, or from the side or sides.
so if you can only thrust forwards its not toward the side, thus not lateral thrusting.
What I mean is, they can quickly turn tail and reposition faster than they could without the thrusters (with the old movement speed). and by turn tail you mean turn 180* around and the thrust forward?
They've effectively had their movement buffed in two separate ways, despite their immobility and sheer stopping power being an iconic feature of a giant mech.
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Sorry.. its just a sore source of frustration for me, as i loved playing with (actual) lateral thrusters.
It added so much to the actual combat viability of Exos - especially when they also didn't lose 75% of their top speed while firing.
Sorry.. its just a sore source of frustration for me, as i loved playing with (actual) lateral thrusters.
It added so much to the actual combat viability of Exos - especially when they also didn't lose 75% of their top speed while firing.
I'd be OK with the current values if they could use their thrusters in any direction without movement speed penalty.
Back thrusting against a charging onos would give that extra second or two needed to kill it (maybe).
Not to mention the sheer fun of playing Armored Core in NS2 :P
I think we should just make railgun exo's auto charge their cannons and hold it until you fire it, and finally make them useful in some way. =P
Also i haven't jumped into an exo since the last update... was their max armor before 415 or something, and its been increased? I always thought it would be nice to have you auto eject out of a destroyed exo instead of dying with it. at least with how they were.
I haven't seen exos successfully contribute to a victory in many, many games. When I comm I would probably never get them if people didn't ask for them, I'd rather have my welding light armors do something more useful.
Sorry.. its just a sore source of frustration for me, as i loved playing with (actual) lateral thrusters.
It added so much to the actual combat viability of Exos - especially when they also didn't lose 75% of their top speed while firing.
I'd be OK with the current values if they could use their thrusters in any direction without movement speed penalty.
Back thrusting against a charging onos would give that extra second or two needed to kill it (maybe).
Not to mention the sheer fun of playing Armored Core in NS2 :P
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I actually think in some ways the faster Exo has made it being compared with Standard marines and JPs. When it isn't these things. I always think of an Exo as a slow moving mobile dps machine. Its role is to make a slow push along with team to kill a hive (either via arc train or with Marines). Once in hive, the Exo should either a)stand in a corner to protect team mates or b) be the egg crusher so aliens don't spawn. Thinking of the Exo as a marine that is able to assault like a fast JP is a mistake (they are not those things). PS, due to the slowness of an Exo, it won't really make it to comp, as mobility is king in that format of the game.
I think we should just make railgun exo's auto charge their cannons and hold it until you fire it, and finally make them useful in some way. =P
An instant, hit-scan, infinite-range, target-penetrating, perfect-accuracy, recoiless sniper rifle capable of one- or two-shotting almost every alien lifeform? Servers would crash from the over-abundance of severed alien body parts.
You shouldn't consider changing features solely on the basis of how things feel.
I actually think in some ways the faster Exo has made it being compared with Standard marines and JPs. When it isn't these things. I always think of an Exo as a slow moving mobile dps machine. Its role is to make a slow push along with team to kill a hive (either via arc train or with Marines). Once in hive, the Exo should either a)stand in a corner to protect team mates or b) be the egg crusher so aliens don't spawn. Thinking of the Exo as a marine that is able to assault like a fast JP is a mistake (they are not those things). PS, due to the slowness of an Exo, it won't really make it to comp, as mobility is king in that format of the game.
Exos arent slow anymore compared to on foot marines (obviously not jp). They just need too much support to work properly.
Hey I got this really cool idea to replace the exo... heavy armor marines... But that's never going to happen. :P
As for the current exo, they are still really effective in pubs. With their extremely low skill floor, even the worst shots can be effective. With that being said, people just do not play smart with their exo. Rookies run off solo and/or marines don't escort their exos. The only thing I really do not like is exos being beacon-able.
If you wanted to add a FT or welder, you would need to get into 3D Studio and make the models and animations ... should be able to reuse most of the welder/FT Lua code though.
Or you could use the code in GorgeCraft, which comes from @Scatter's NoComm mod. There it uses a RailGun as the base for the Welder, so saves animation/model hassles.
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I've never really liked the penalty to overheating with dual minigun exos when they fire both guns at once. It's a bit of a hidden modifier and it's not well communicated at all, and I've seen many new-ish players lose engagements they should have won if they hadn't panicked and held both buttons down. The only way you learn the system is to get lucky enough to have someone tell you the first time you get a dual exo, or to screw up and die enough times to notice what's going on. Learning with mistakes is fine and all, but when they cost your team that much pres it gets pretty shameful pretty fast.
Welder fist is cool, but would probably need some modeling and rigging work to look good enough to be official. It's probably a step in the right direction, though. Melee attacks add no real value to something that can't run out of ammo so I wouldn't mind seeing the fist attack be replaced.
Oh, and before anyone asks: no, we probably won't do any big sweeping balance adjustments like the suggestions in here for at least a couple of builds. It's mostly bugfixes right now. Sorry.
I still find them very effective, But since the less armour/higher/etc... change, I have changed how I play with them. Yes they are not as 'strong' as they where but the changes have forced me into playing more strategically. I pull back for welds more often, I wont push put on my own anymore, I always try to stay as a supporting roll when the side if the map I am on it has less marines and is under attack (buy staying back and shooting the aliens that are attacking marines). Basically what I am trying to say is that they still are viable, but the strategies in using them has changed drastically from months ago. They are not 'less viable' you just need to change the way you use them and you ill see they are just as effective as before. so you just need to use them differently.
U may use just rifle alt fire, it is just efective as it was before,u just need to use it diferently. U dont need bulets,just use rifle alt fire with nailes and wood to block dors when alien go for com. Dont make us lol. And one def say they have 450 hp, i think is is 415 hp at armor3, so that is wrong. And u lose speed when u start to fire,so that is wrong to. And yes if u want new things, u must make them yourself, and if u are that desparate to do that like u did in mod. Than we may or may not do,cuz promise is crazy mans joy. But we know best cuz we know that exo have 450 hp at a3. It is beter to use rifle alt fire, than exo right now, keep those pesky onoses out, if u have lots of wood and nails
Sorry.. its just a sore source of frustration for me, as i loved playing with (actual) lateral thrusters.
It added so much to the actual combat viability of Exos - especially when they also didn't lose 75% of their top speed while firing.
Has exos with welders ever been given a fair trial?
I mean, yeah it sounds dumb for exos to be weldin' each other. Can't be havin' them exos be gainin' independance! Next thing you know they'll be jumpin' in comm chairs, tellin' macs what to do, usin' armories
With the current "get-out-of-exo" implementation, I really see no reason to give an exo a welder. That would mitigate any reason for a marine to get out since he could sit in the exo and build stuff.
Exos not being able to build is a large balance factor with them. I wouldn't change that.
I don't really see getting out of an exo to build/weld as a reason to not make welder hand viable.. Most people don't bother getting out because of the time it takes to jump out AND jump in is so high, that you will easily lose 100+hp if you jump in the moment you see a skull enter the room..not including fade/lerk/onos.
But yes I agree with the balance part..maybe make it so it's a specialized welder that can only weld players?..(not build)
^^ It's bound to the operator. Exo-jacking was calculated to be quite a low risk high reward crime so security measures were put into place so the crime rate didn't go up. Its high enough with the shotgun and welder thieves.
Comments
Try it yourself.. the only way you can use thrusters (sprint key/default is Shift) is forward. Just pressing the key alone with no movement keys will make you go forward..
And lets be honest, if there's an alien you are combating, you are obviously firing... which makes you the same speed as a snail making its way through a marshmallow field. (75% decrease from their top speed)
In other words: The added mobility to Exos are relegated to travel only. Which does negatively impact their viability in combat, obviously.
What I mean is, they can quickly turn tail and reposition faster than they could without the thrusters (with the old movement speed).
They've effectively had their movement buffed in two separate ways, despite their immobility and sheer stopping power being an iconic feature of a giant mech.
Ok, instead of splitting hairs about my chosen usage of the word 'lateral' can we keep it on topic please.
It added so much to the actual combat viability of Exos - especially when they also didn't lose 75% of their top speed while firing.
I'd be OK with the current values if they could use their thrusters in any direction without movement speed penalty.
Back thrusting against a charging onos would give that extra second or two needed to kill it (maybe).
Not to mention the sheer fun of playing Armored Core in NS2 :P
Also i haven't jumped into an exo since the last update... was their max armor before 415 or something, and its been increased? I always thought it would be nice to have you auto eject out of a destroyed exo instead of dying with it. at least with how they were.
i smiled at the idea of this.
An instant, hit-scan, infinite-range, target-penetrating, perfect-accuracy, recoiless sniper rifle capable of one- or two-shotting almost every alien lifeform? Servers would crash from the over-abundance of severed alien body parts.
You shouldn't consider changing features solely on the basis of how things feel.
Exos arent slow anymore compared to on foot marines (obviously not jp). They just need too much support to work properly.
As for the current exo, they are still really effective in pubs. With their extremely low skill floor, even the worst shots can be effective. With that being said, people just do not play smart with their exo. Rookies run off solo and/or marines don't escort their exos. The only thing I really do not like is exos being beacon-able.
Or you could use the code in GorgeCraft, which comes from @Scatter's NoComm mod. There it uses a RailGun as the base for the Welder, so saves animation/model hassles.
Welder fist is cool, but would probably need some modeling and rigging work to look good enough to be official. It's probably a step in the right direction, though. Melee attacks add no real value to something that can't run out of ammo so I wouldn't mind seeing the fist attack be replaced.
Oh, and before anyone asks: no, we probably won't do any big sweeping balance adjustments like the suggestions in here for at least a couple of builds. It's mostly bugfixes right now. Sorry.
And i liked the shadow step fade movement.
Bring back shadow step fade!
I mean, yeah it sounds dumb for exos to be weldin' each other. Can't be havin' them exos be gainin' independance! Next thing you know they'll be jumpin' in comm chairs, tellin' macs what to do, usin' armories
Exos not being able to build is a large balance factor with them. I wouldn't change that.
But i agree with your second sentence
But yes I agree with the balance part..maybe make it so it's a specialized welder that can only weld players?..(not build)
iirc, when you buy an exo and get out... it is bound to you so no one else can use it? Or am I mistaken.
Hidden fact #369 : Exo suits are free to share with teammates after 30 seconds.