Onos Charge

matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<div class="IPBDescription">What is it for?</div>
Back in 1.04, with fps-based damage on charge and gore not doing structure damage, it was by far the best anti-building and anti-personell weapon in the aliens arsenal. A perfect charge against a HA or buildings did about 500 pts/sec,
far better than the 180 pts/sec available from gore. It's major disadvantage was that you ran out of adrenaline in about 7 seconds.

In the current beta, charge does about 200 pts of damage vs buildings and heavy armor - if you are standing on the head of a HA marine and triggers charge, it takes 3.3 seconds before the HA dies. Gore does siege damage, 180 per gore twice per second totalling 360 pts of damage. Charge still works the same way it did in 1.04 though, completly draining the onos of energy.

Right now, charge can be used for one thing only - to get AWAY from situations which will kill you. You can't actually use it to ATTACK, unless you are charging a single marine, because as soon as you start attacking, you have to use gore - trying to actually kill a marine with charge is futile. But because charge is continously draining your energy, you will find that one devour attempt or gore later, you are now OUT of energy, IN the battle, and you CAN'T use charge to get out of there, nor do you have enough energy to kill anything. The probable end result is just a dead onos.

I'd propose to let charge work like leap, ie pay a (steep) energy cost at the start of the charge, but let energy regenerate normally after that. Giving charge a 3-4 second duration for half the energy bar would give it the same duration/energy cost ratio as today.

Or tripple the damage it does (yea, I know .. it's been raised twice during beta already. It STILL doesn't work).

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Charge is actually extremely useful if you're a good aim with Devour. Just Charge in, Devour an HA, and get out before your energy goes. Still not nearly as powerful as it should be for hive 3 though(as with all hive 3 abilities IMHO except Xenocide).
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Its the fact that Charge isn't used the way its supposed to be. Give it some effective damaging capablity, and you'll see it used for more than running fast.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Charge damage was upped (but not sufficiently) during the early betas. It's supposed to be a weapon, not a celerity replacement.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    I agree, make charge do more damage. Right now it takes forever to kill a LA marine, despite the fact that its a hive 3 ability for the strongest lifeform.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Right now i use it to get in some place quick to eat a marine and run away. Thats not the purpose of this attack either. When it does 500-1000 dmg it will deserve to be hive 3.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    Maybe it's just me, but it seems like it would be more intuitive for Charge to do one lump sum of damage to the first target the onos hits. With a multiplier based on how much distance the onos covered before it collided with the target.

    It seems sort of sketchy to ignore momentum and to have to "stick" to a target to make the damage work.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    That's not a bad idea. I'd change it to charge does:

    a) Lump damage based on distance covered
    b) Knockback

    Seems silly to me that a multi ton animal charging and trampling gets stopped by a light marine for a few seconds. People can't stop horses and they are a weee bit nicer than an Ohno <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I posted this in the CM forums a couple days ago:

    How about making the onos the "disabler"?

    Look at its other 2 abilities: devour and stomp. Both of them disable the enemy in some way. So here's an idea that makes charge a disabling ability:

    1) Works like blink. If the fire key is held down, the onos charges. Once released, the onos stops charging. It's obvious why this is good.

    2) Deal a sizable amount of blast damage. It should deal more dmg/s than gore but charging would use up way more energy per second.

    3) Knocks back marines. This ensures that the onos can always move and can't be trapped.

    4) Stuns marines that charge hits. This is the "disabling" part of the ability. It also counteracts the disadvantage of knockback.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    <!--QuoteBegin-Zek+Feb 1 2004, 05:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Feb 1 2004, 05:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Charge is actually extremely useful if you're a good aim with Devour. Just Charge in, Devour an HA, and get out before your energy goes. Still not nearly as powerful as it should be for hive 3 though(as with all hive 3 abilities IMHO except Xenocide). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah dude, web and acid rocket suck the big one.

    el oh el.
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    In the new manual in its current stage apparently charge does 320 hp/hit, and uses 7%of your energy/hit. Sounds like a pretty devastating attack, especially when it says "Knock marines around like bowling pins. Charge works in a straight line."

    The way its in the manual is how it should work, straight line is the disadvantage which stops it being all powerful and 320 hp/hit with knockback means you can't kill heavy armour in one hit and they are knocked backwards and given time to evade you, but light armours die like flies.

    Unfortunately the speed you can kill structures like this would be amazing =(.
    The speed light armour would die is not much concern because of the straight line only effect.

    Thats my suggestion, with the current charge and mp_drawdamage it only does 16.? damage per very fast hit, the main problem is you slip off your target rather easily and you waste energy in that quick turn around. Structures are easy to hit because if you stand on them and charge they take damage.
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