Main problem I see with the trapper is while the rines would have to enter the dome to damage the onos or whatever inside, the rines can just all line up and kill the onos once it ends.
theres nothing bad about limiting mobility if it's done in a creative interesting and fun way period
There is nothing wrong with obscuring vision if it's done in a creative interesting and fun way period.
There is nothing wrong with eliminating mobility if it's done in a creative interesting and fun way period.
There is nothing wrong with a god mode if it's done in a creative interesting and fun way period.
You can say anything like that. Anything would be good if done in a creative, interesting, and fun way. Mobility is just something you typically don't want to limit much as it usually detracts not adds.
theres nothing bad about limiting mobility if it's done in a creative interesting and fun way period
Not in a game like NS2, where a moment could cost you your life, and your life has already cost you cash
Not to mention that dying would set your team back, as well as you. Losing an onos would be devastating. (the job of an onos is to NOT DIE - so he can be around when he is needed. Period)
Earlier I thought that it is hard to balance this device. I still think so.
But now I also realize that this thing should be samehow implemented as comeback ticket for marines in those long "already lost" last stands on pub servers.
Earlier I thought that it is hard to balance this device. I still think so.
But now I also realize that this thing should be samehow implemented as comeback ticket for marines in those long "already lost" last stands on pub servers.
"already lost"
If they already lost, shouldn't they lose and not get a mechanism to drag their loss out longer.
Earlier I thought that it is hard to balance this device. I still think so.
But now I also realize that this thing should be samehow implemented as comeback ticket for marines in those long "already lost" last stands on pub servers.
"already lost"
If they already lost, shouldn't they lose and not get a mechanism to drag their loss out longer.
tbh. If Onos' were able to break the 'forcefield', similar to how ultralisks can in SC2, then I think that would more or less take care of that.
It should not be able to trap Onos under any circumstance. I'm still against the idea, but I think that is the minimum requirement.
I've heard of this idea on another discusion, and if you really wanted a item to limit mobility it would be changing the pulse grenade to increase the energy expended to do actions, so a action would take up something like 150% more energy to preform. It could limit onos mobility in the sense that they have to leave or be stuck without charge while not leaving it almost completely immobile while marines line up to shoot it.
Also IMO the only reason you would take a pulse grenade over a cluster or nerve gas grenade is because it does more initial damage than the cluster grenade, but the cluster grenade has overall much more raw damage and AOE, and 2 grenades for damage lacks variety.
If the marines have a weapon to limit [lifeforms including] onos movement, it should be hard to pull off and require skill and coordination. OHWAIT we have armory blocks and stuff.
"already lost"
If they already lost, shouldn't they lose and not get a mechanism to drag their loss out longer.
This, 1000x this. Vanilla NS2 should not be designed around comeback mechanics otherwise every match would be a back-and-forth of comebacks. GL spam and armory walls already serve to drag out public games long, long after they should have ended.
Ink should be replaced by an ability that temporary disables all damage to and from affected marines (marines can't get hurt and they can't fire either)
Additionally, perhaps a 25% slow or something? Perhaps exos unaffected?
Comments
Which vortex?
There is nothing wrong with obscuring vision if it's done in a creative interesting and fun way period.
There is nothing wrong with eliminating mobility if it's done in a creative interesting and fun way period.
There is nothing wrong with a god mode if it's done in a creative interesting and fun way period.
You can say anything like that. Anything would be good if done in a creative, interesting, and fun way. Mobility is just something you typically don't want to limit much as it usually detracts not adds.
Not to mention that dying would set your team back, as well as you. Losing an onos would be devastating. (the job of an onos is to NOT DIE - so he can be around when he is needed. Period)
But now I also realize that this thing should be samehow implemented as comeback ticket for marines in those long "already lost" last stands on pub servers.
"already lost"
If they already lost, shouldn't they lose and not get a mechanism to drag their loss out longer.
tbh. If Onos' were able to break the 'forcefield', similar to how ultralisks can in SC2, then I think that would more or less take care of that.
It should not be able to trap Onos under any circumstance. I'm still against the idea, but I think that is the minimum requirement.
Also IMO the only reason you would take a pulse grenade over a cluster or nerve gas grenade is because it does more initial damage than the cluster grenade, but the cluster grenade has overall much more raw damage and AOE, and 2 grenades for damage lacks variety.
This, 1000x this. Vanilla NS2 should not be designed around comeback mechanics otherwise every match would be a back-and-forth of comebacks. GL spam and armory walls already serve to drag out public games long, long after they should have ended.
Additionally, perhaps a 25% slow or something? Perhaps exos unaffected?