About The Onos After 10 Or Less Minutes
Zaggy
NullPointerExceptionThe Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
<div class="IPBDescription">what to do about it?</div> I'm getting pretty sick of games where a lot of Kharaa players go res**** and become Onos after about 10 minutes, (I have seen ppl do it after 6).
my question is:
Could you please make the Onos only available when the Kharaa have 2 or more hives?
and what does everyone think about it?
my question is:
Could you please make the Onos only available when the Kharaa have 2 or more hives?
and what does everyone think about it?
Comments
as for the after 2 hives thing.. onos is only really useful when he has stomp and so you rarely see hive 1 oni anyway.
what if the marines successfully achieve a 2 hive lockdown?
that would mean the aliens would have no heavy armoured unit to take down turret farms and would be left with fades gorges and skulks to take it down... all of which are low armour units.
this would unbalance the game.
i think the real answer to your question is...
are onos's any good with one hive
my answer would be ... no
if they do go onos with 1 hive... get 3 marines with shotguns , hunt and eliminate them!...
that way, they lose res, you gain res, and they learn that shottys will own a hive1 level onos!
my question is:
Could you please make the Onos only available when the Kharaa have 2 or more hives?
and what does everyone think abou it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well as you may or may not know, the class per hive system was thrown out a while back. I deem it very unlikely that it'll come back in my own personal opinion.
Play on servers where teamwork is encouraged, admins are present and res****s get banned. Simple. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Unless they return AR to their former glory and put in in the second hive position. Then the fade would be an even more powerful base breaker than the onos.
my question is:
Could you please make the Onos only available when the Kharaa have 2 or more hives?
and what does everyone think abou it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well as you may or may not know, the class per hive system was thrown out a while back. I deem it very unlikely that it'll come back in my own personal opinion.
Play on servers where teamwork is encouraged, admins are present and res****s get banned. Simple. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ban people who go onos?
Onos are rediculously easy to kill and are extreamlly expensive
<span style='color:white'>If you have nothing nice to say...</span>, I'm just waiting for the thread that claims skulks are overpowered
If they can't stomp you what good is devour? Not much.
Not to mention they only would have 1 chamber meaning they will be lacking in 1 way or another.
The only thing that early Oni and Fades do is force the Comm to spend the res he was saving on SGs and upgrades faster.
he said it all,the best players are fades,we dont need 600 armor to take down an outpost....
If you can hit it, you can kill it.
<blink><blink> Weeeeeee! <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
I don't see an early Ohnos as much of a problem, unless he just sticks to killing all of your RTs and never attacks marines. Then they can be a pain.
The Fade is my fav class, I get a real joy of rushing at a HA train and just flying around the room, distracting them as they try to hit me but to no luck!
The Fade is the best attacker, LA marines go down regardless of what gun they have! Only the HA can make a fade have a bad day. Because the amount of attacks needed to drop a HA is countered by Welding and the huge guns they always are toting.
Gorge>Fade>every other class.
C'mon you know nothing beats a builder!
P.S. Also I deleted the Email my CM forums pass was in. I have been trying to get ppl I know are CMs and Mods to PM it back to me but no one has yet. If you read this and are a CM, please PM me with it.
If they can't stomp you what good is devour? Not much.
Not to mention they only would have 1 chamber meaning they will be lacking in 1 way or another.
The only thing that early Oni and Fades do is force the Comm to spend the res he was saving on SGs and upgrades faster. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
onos without stomp useless?? devouring isnt <i>that</i> hard, i had the most devour kills on a server ad i barely ever used stomp unless there were more than 4 heavies. stomp is overrated.
but yes, only having one upgrade does limit you greatly, because celerity is just... amazing
1) With less res nodes, it takes longer to get 75 res (duh)
2) But also, it puts a lot of pressure on the onos player himself, since he knows his teammates are expecting a lot of him (early onos with few res nodes .... "res ****! Well ok go onos but you better be good!"). This idea in his back head might cause him to do things that he shouldnt have done, or make him less aggressive in fear to die, and ruin his team the game, at least from my experience.
anyways...cure is better than prevention.
Hate early onos? Make sure they dont get em.
As for devour, lets take a look: it's a one-shot kill, it heals you, and it removes a marine from play for valuable seconds. And people, really, devour is NOT HARD. I can't believe how many people still seem to think this. Aim at their knees and you dont even have to slow down to duck. Gore will kill marine structures ludicrously quick. Also, if you pick your battles, you can "hit and stay" groups of marines without excessive risk to your 75+2 res investment.
Even at two hives, I still only use gore and devour. Stomp was nerfed to the point of being a support ability, which isn't primarily what the onos is about.
Now that Onos only cost 75 res, I often find myself saving up on certain maps because seldom can I trust the rest of the alien team to do anything productive themselves. I still see perma-gorges, I still see people building OCs in completely useless positions, I see waste everywhere I turn. Saving for onos, getting RFK and earning the right to be a res-**** would get me banned on some servers?
But I guess that's just the understanding some server admins have of this game.
</span>
<span style='color:white'>Removed an arbitrary picture and a pointlessly reduced font.</span>
<span style='font-size:8pt;line-height:100%'><span style='color:yellow'>Admin intervention, editing, and reformatting, all to tell me <b>I'M</b> the pointless and arbitrary one. B+ for comedic irony, but you could have also told me I'm the one with too much time on my hands. :D
At least PM me and explain the reasoning behind altering the TEXT SIZE of all things. Common courtesy. What happened to the european predisposition to politeness?</span></span>
This man speaks truth. You have to have marines equipped to kill onos however, and you have to have a few tricks up your sleeve as a com. The last time I went for a base assault to divert marines from their own assault as onos, the com waited until I was too committed and too far into the marine start, beaconed, and I got torn up like nothing by the assault troops with shotties and HMGs. Diversion: Successful? Sort of. I killed the advanced armory, so it balanced out sort of.
There is no piece of equipment, upgrade, or lifeform which allows a single player to tank all over the map, unless the game is already won anyway. Onos have to plan their attacks like anyone else, and usually the biggest concern is an open route of retreat. If the onos doesn't have an escape route, obviously it's going down. This is why CC-blocking is so, so, SO frustrating. Again, with all that swank armor and destructive power, in the end you're still a huge, slowmoving, ungraceful space-hippo.</span>
and the whole thing about the fade being the best alien class? ha you've never seen a true combat gorge then.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No,
only people who don't cooperate with the team and don't communicate.
Read.
Actually I guess it could unbalance the game if fades,gorges n skulks have to takeout 2 hive lockdowns,but really it could take skill or help buildup skill make you better by attempting to takeout 2hive lockdowns with only fades,lerks,gorges and skulks.
I am not a fan of electricity. It cost way too much versus the protection you get from going upgrades instead. 3 rts electrified versus upgrading armory and gettin level 1 armor and weapons. Which is better? The armor and weapons will let you push the aliens farther back keeping them away from the rts. No worries <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The best of fades are next to impossible to kill. The best of onos are like giant SHOOT ME SHOOT ME tragets of DOOOM.
since im afraid of fades, my main goal is to kill RTs of the the aleans since it a cost of abou 25 rez for an alean to put one up. plus they lose an offincive player for a little while
and about 4 turrets is enough to hold off a 1 hive fade untill reinforcement arive
On the server I play on, ive been seeing alot more 1 hive victories, because like half the team will go early fade. and its next to impossilbe to kill 4 early fades in your base.
also fades are so much better than onos in NS maps, because they can traverse the map to respond to a threat so much faster than an onos.
If he's a hoarder, chances are he'll end up dying in a hail of LMG fire because he's stupid.
Sometimes you get a skilled hoarder, but at the end of the day he'll have little to no support if he's hopping around like a 2 yr old on cane sugar.
Early onos is handy for aliens because it can break through heavily guarded forward PGs, mash through turret farms, gobble up HA, and assorted fun tasks. If a marine tech rushes then they can easily be shuttling HA trains around the map which *can* be unstoppable if they're coordinated. Hence the Onos steps in to thin the train out. Stomp is also a valuable support weapon in groups, and Devour is excellent if you want to pick out an enemy with a special weapon or if you want to remove a good player from the game.
Countering is easy enough if you're moving in a team and have a few upgrades. In 10 minutes marines have more than enough time to have actually won the game, and failing that should be well on their way with tech. If they're still LA with no upgrades then thats unfortunate, but I don't see the point of "balancing" the game to support weaker strategies.
Teamwork and concentrated fire all the way.
We had already lost the game (ns_origin), and this Onos came storming in and ran up behind the CC.
Next thing he knew, he was surrounded by 8 knife wielding marines, panicked, and promptly died.
An early game Onos can sometimes (rarely) turn the match in the marines favour, since if they work together to kill it quickly, it often gives a big boost to morale, which tends to lead towards more teamwork.
Die a horrible, horrible death.
Why?
1: Either you failed to cap any res and the aliens now have 7-9 nodes, leaving you with no res for upgrades because it's all spent handing out medpacks to an LMGer infront of a Fade or turret farming..
2: The Onos was such a l33tz0r skulk he killed 20-30 of your marines at the start of the game and is now going to Own-os you because he's got mad phat skillz yo and your marines are n00bs.