...and my analysis of why it won't work.
Recently, I've seen in the beta discussion and in the general forums this disturbing idea:
Limit Onos so that they can only be acquired at hive #2.
Limit Onos so that they can only be acquired at hive #3.
There are several flaws with each of these approaches.
To the two hive idea:
It doesn't fix anything. Aliens will still be able to rush for that hive, and who ever were saving for an onos will still be able to go onos no problem. So you won't see onos at hive one, the game enders, the unfair monsters that they are? Big deal. The onos still remains an onos, and just as super. It's still unbalanced. All this approach would do is cure the symptom
, and not the actual disease
itself, that is, the fact that onos' are such game breakers.(As I've heard. If a bunch of vets have troubles with them, I can't even imagine a future pub scene... /me shivers)
Also, by putting onos at hive two, you are doing something far worse than just applying a cheap fix to a large problem; you are limiting the game of possible strategies. A big no no. Look at one of the biggest reasons a sequential hive order tech for the aliens is being attacked: It has a linear strategy. That sort of stuff doesn't even really require a commander, for the commander goes from a leadership role of directing marines to a combat support/surveillance role. In a 1.1p situation, where anything can happen, the commander is necessary. He tells the marines where to go, what nodes to cap, when to lockdown a hive, how to react and act towards the alien team, as he is the all seeing eye who knows the situation best. Now, in 1.1q, the commander says, "Okay boys, the aliens are at the sewer hive. I'll give you health and ammo on to your destination." The marine’s reply, "Roger that, were on our way to ventilation." They didn't even have to hear it from the comm., they just knew
because the game is so linear. Not fun.
The same problem applies to limiting a 2-hive onos, albeit to a lesser extent. Instead of having skulks or aliens decide on a thoughtful way to add to their team, they will instinctively go fade or onos, based on one
condition: Are we close to getting a second hive, or do we have a second hive?
, go onos.
, go fade.
It's that simple, and a terrible waste of what could have been:What alien class does my team need now?
o We need res?
o We need fighters?
o We need support units?
o Do we STILL need a fast moving scout?(sheesh team
) What are the marines doing?
o Do they have lots of jetpacks?
o Have they been expanding?
o Are they using more HMG or Grenade launchers? Or just vanilla marines?
Now, I'm not stupid and I realize that most of these situations are pointless because the onos is terribly overpowered. However, this is the cause
, the symptom
is marines get owned. If all that's done is that the marines are delayed from getting owned, all it does it push back the main problem
, and the symptoms will naturally reoccur once again.
My personal prediction is that if onos were pushed back to 2-hives, most games will end at 2-hives, as aliens will have 2 upgrade chambers + most of their abilities. Also, marines will undoubtedly focus on locking down two hives, as denying the uber powerful onos sure sounds like a surefire way to win.
Now, addressing the idea of putting all alien classes available at hives 1 and 2, but putting onos at hive 3:
Well, first of all, it still follows the same fallacy of preventing a symptom
, and not the actual disease
However, it also completely negates the use of an onos, once again, much like in 1.04. In a clan match, who could honestly say they saw an onos in play, ever? Onos will once again fill the burden of being a game ender, which in my opinion, "game enders" should not
If a onos at 3-hive system were to exist, you'd have one of the same problems so apparent with 1.04 glare it's ugly head once again: Games are decided before they are actually over!
Once you get that third hive, then it's game over for the marines, there is NO WAY for the marines to come back. If they even try to leave, they will be trampled by onos, slashed by fades, or blown up by skulks.
Putting the onos at hive 3 only further exemplifies it's importance as a game ender. This should be avoided at all costs if 1.1 is to be enjoyable as possible.
Rather than shaft potential strats, in favor of simple and balance gameplay, why not try and fix
In my opinion, the best way to make something counterable is to make it specialized. It doesn't have to be complex, but it must be specialized.
So, here's my fix for the onos:
Lower it's speed.
The onos should be tough, and strong, but if he can't even reach them, what use will he be?
Lower the speed of the onos, so that a vanilla marine will be able to outrun him, yet so he's faster than an HA marine.
So, you would have this strategically tactic in place:
The onos is able to kick the crap out of marines that aren't well organized, yet by the same token, only if he is able to reach them! If a group of vanilla marines came across an onos, they run. If the onos pursues, the marines can shoot at the beast, all the while retreating. Jetpacker's would also have a huge advantage to the onos now; not only can they go over the onos, but they can also run
away from the onos as well! A jetpacking marine would most certainly have the upper hand against a slower onos.
Stomp, while before was a way to completely decimate the marines, will have a much more practical application for the onos: So he can catch his prey
! If two marines are far away enough to run from the onos, then the onos can use stomp to stun them, so he could possible catch up. As of right now, an onos with stomp can easily kill entire squads of marines, as stomp gives him so much time that he can even do a little jig in front of the marine before impaling him. However, if the onos was slower... one stomp may well be enough time to just reach ONE of the marines, and then manage to kill him, before the others are released and are free to run away. Also, the stomp is being changed so that there is a skill factor to it: A shockwave is sent out in front of the onos, one that the marine can see and jump over! The reason why a marine won't be able to run away from the onos and still manage to jump the shockwaves easily is because of the marine won't even be looking at the onos! A marine who backpedals will not be able to outrun an onos... but the one who turns tail and starts sprinting would be able to. Also, the marine would not be able to turn, run, and bunny hop away because the marine isn't able to do so without slowing down! And if the marine slows down...
Ouch. This creates a level of skill that I'm sure both vets and pubbers could enjoy. They may be a vanilla marine who is eventually going to get eaten by an onos, but they how much more damage can they do before this happens? Who knows, they may indeed kill him.
Now, I'm sure some of you may already think: This is bad. Why should a 100 res die from a free marine? Well, that is the idea! There should be a stronger counter to the onos, by making him specialized! An onos alone may suffer from large drawbacks, but when the onos is together with other aliens, he WILL be able to get up close and personal, and he WILL be a much larger force to reckon with. A lerk could provide an onos cover with umbra as he advances, or lerks and skulks could rush the marines while a giant *** onos looms in the background! The onos will become the huge uber large awesome gargantuan super great heavy melee unit everyone has come to fear and know, but they will also be limited
now, and definitely serve the role in this RTS which many other RTS's have. Take for example, the ultralisk in Starcraft. While the ultralisk alone can annihilate single units and structures with ease, against large groups of smaller enemies, he is torn
apart. Yet, put the ultralisk in with an army of other units, and the ultralisk is an incredible
force to be reckoned with, for many reasons I shall not explain. The point is that the ultralisk serves as this big force, one that has many counters, yet when used right, he is easily unstoppable.
This, this is how an onos should be. He shouldn't be some game ender that costs 100 res, he should be a unit that costs 100 res, and has the potential to kill an entire marine base... or be killed by one lone marine. I feel the onos needs diversity and specialization, and by making one
small change, lowering his maxspeed, then you create this.
So, a short recap:o Onos is slower than a vanilla marine.
o Onos is faster than a HA marine.
o No limiting when you can go onos!
Now, onto one last problem: An onos with celerity could easily and effectively ruin all what I have hoped for him. An onos with celerity could outrun a LA marine.
So, I shall specify exactly to which extent I would like to see the onos' speed changed:
Onos with no celerity cannot
catch up to LA marine.
Onos with lv. 1 celerity cannot
catch up to LA marine, but is that much faster.
Onos with lv. 2 celerity cannot
catch up to LA marine, but is that much faster.
Onos with lv. 3 celerity cannot
catch up to LA marine, but runs at the same speed.
In addition, celerity would have it's advantages, but also have it's downsides! The onos would pass up more adrenaline, or less stomp. Stomp has now become a powerful tool for the onos, increasing the usages of stomp is indeed a great thing to do.
Also, another tantalizing aspect is silence... Who knows!? A silent onos, who rather sneaks up on his prey will never have to worry about stomping the marines, or catching up to them... he can easily run behind them and beat them senseless. Another possibility is a cloaked, silenced, onos... this would indeed be interesting to see.So here is one final recap:
o Onos is slower than LA marine, but can match him with lv. 3 celerity.
o Onos is faster than HA marine.
o A big "NO" to the onos at different levels of hives.
And thus, my analysis concludes, feedback is very much appreciated.