Marine heavy armor.
Janos
Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
![Janos](https://forumsdata.unknownworlds.com/uploads/ipb/nav-1050.jpg)
<div class="IPBDescription">Should it be buffed in some way?</div>I'm not sure if this has been discussed before and if it has then just ignore this thread, but i was wondering if the marine heavy armor should get some sort of passive skill or active one.
Nothing too overpowered but considering this is NS2 and all of the marines equipment has been updated to fight off the Kharaa you would expect the marines heavy armor to reflect that as well. Instead of just added protection from the Kharaa ( and the very obvious noise given off when moving ) perhaps it could do something else, maybe augment the marines natural abilities e.g. increased melee damage, slightly faster run speed, increased accuracy with weapons.
Everyone seems to be on the topic of the Onos's disruptive abilities, but we never really hear about any new skills for the bog standard marines beyond new weapons, which are great don't get me wrong, but you would think an advanced military force that has to deal with a predominantly melee focused enemy would update their current power armor to deal with situations (Which there would be a lot of) where the user is given a fighting chance in a CQB.
Instead of have a sprint ability in the armor perhaps could have a skill where the power armor bursts forwards 5 - 6 feet, if the user comes into contact with an alien it renders them stunned for a moment (Stops fades just jumping into a fight, ripping a marine up within less than a second and blinking out).
Like i said i'm not sure if this has been discussed before or if there's a thread somewhere detailing updates to the heavy armor that i'm not aware of, if so i apologise.
Nothing too overpowered but considering this is NS2 and all of the marines equipment has been updated to fight off the Kharaa you would expect the marines heavy armor to reflect that as well. Instead of just added protection from the Kharaa ( and the very obvious noise given off when moving ) perhaps it could do something else, maybe augment the marines natural abilities e.g. increased melee damage, slightly faster run speed, increased accuracy with weapons.
Everyone seems to be on the topic of the Onos's disruptive abilities, but we never really hear about any new skills for the bog standard marines beyond new weapons, which are great don't get me wrong, but you would think an advanced military force that has to deal with a predominantly melee focused enemy would update their current power armor to deal with situations (Which there would be a lot of) where the user is given a fighting chance in a CQB.
Instead of have a sprint ability in the armor perhaps could have a skill where the power armor bursts forwards 5 - 6 feet, if the user comes into contact with an alien it renders them stunned for a moment (Stops fades just jumping into a fight, ripping a marine up within less than a second and blinking out).
Like i said i'm not sure if this has been discussed before or if there's a thread somewhere detailing updates to the heavy armor that i'm not aware of, if so i apologise.
Comments
Come on this is the future, they have phase gate technology and teleportation technology .. some of the most advanced structures ever created, yet the heavy armor doesn't even have a damn cup holder, so much for a more advanced culture...
But in all seriousness the marines should be enhanced in certain ways, the recoil of weapons should be lessened to a degree to allow for greater accuracy for starters.
the heavy exo-suit allows for the purchase of the dual wielding minigun upgrade which allows you to be BAMF Samuel L. Jackson.
/thread
Come on this is the future, they have phase gate technology and teleportation technology .. some of the most advanced structures ever created, yet the heavy armor doesn't even have a damn cup holder, so much for a more advanced culture...
But in all seriousness the marines should be enhanced in certain ways, the recoil of weapons should be lessened to a degree to allow for greater accuracy for starters.<!--QuoteEnd--></div><!--QuoteEEnd-->
read the wiki man.
If you have new ones, you can still suggest them.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor</a>
"instead of clips and ammunition, weapons will work on a cool-down basis."? "Dual Wield MG"? "Lockdown mode"?
These are <b>known</b> special abilities? Who wrote this, and when were these things ever mentioned? (Outside our imaginations and the I&S forums.) This wiki needs citations.
I like the OP's jetjump idea, but I dunno about the stun. Maybe just momentum with knockback and damage, a la the Onos. I agree with the general gist of the post as well, the Exoskeleton should enhance the wearer's abilities. Also, this isn't some knight in a heavy suit of armour, so it shouldn't move slower, this is a robotic exoskeleton so it should move with greater power. Dual wield MG does sound cool though, I don't like the other two "features" however.
Personally, I'm more worried about the visual aesthetics of the Exoskeleton (and the motion that accompanies the look). I don't want it to look like a man trudging along in a suit of armour, as in NS1. I want it to be more of a powered armour, with basically better everything (movement, raw power) without making the vanilla marine obsolete, which is why the jetjump idea speaks to me. And these are just my personal preferences, but I'd also like it to be more 'human' - i.e. somehow show the face; and I want it to look powerful, but not super bulky as in the WH40k space marines. Something along the lines of these:
<a href="http://img259.imageshack.us/img259/6537/redeyesv08covernv4.jpg" target="_blank">http://img259.imageshack.us/img259/6537/re...v08covernv4.jpg</a>
<a href="http://img259.imageshack.us/img259/3715/redeyesv01frontcovernw4.jpg" target="_blank">http://img259.imageshack.us/img259/3715/re...ontcovernw4.jpg</a>
<a href="http://img259.imageshack.us/img259/8072/redeyesv04coverga9.jpg" target="_blank">http://img259.imageshack.us/img259/8072/re...v04coverga9.jpg</a> (sniper)
<a href="http://img509.imageshack.us/img509/1202/redeyesv05coverxc3.jpg" target="_blank">http://img509.imageshack.us/img509/1202/re...v05coverxc3.jpg</a> (stealth)
But, seeing as they've already modelled it, but are yet to reveal it (whyyyy? i want it NOW), I just hope that they did create it along the same criteria.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Heavy_Armor</a>
"instead of clips and ammunition, weapons will work on a cool-down basis."? "Dual Wield MG"? "Lockdown mode"?
These are <b>known</b> special abilities? Who wrote this, and when were these things ever mentioned? (Outside our imaginations and the I&S forums.) This wiki needs citations.
I like the OP's jetjump idea, but I dunno about the stun. Maybe just momentum with knockback and damage, a la the Onos. I agree with the general gist of the post as well, the Exoskeleton should enhance the wearer's abilities. Also, this isn't some knight in a heavy suit of armour, so it shouldn't move slower, this is a robotic exoskeleton so it should move with greater power. Dual wield MG does sound cool though, I don't like the other two "features" however.
Personally, I'm more worried about the visual aesthetics of the Exoskeleton (and the motion that accompanies the look). I don't want it to look like a man trudging along in a suit of armour, as in NS1. I want it to be more of a powered armour, with basically better everything (movement, raw power) without making the vanilla marine obsolete, which is why the jetjump idea speaks to me. And these are just my personal preferences, but I'd also like it to be more 'human' - i.e. somehow show the face; and I want it to look powerful, but not super bulky as in the WH40k space marines. Something along the lines of these:
<a href="http://img259.imageshack.us/img259/6537/redeyesv08covernv4.jpg" target="_blank">http://img259.imageshack.us/img259/6537/re...v08covernv4.jpg</a>
<a href="http://img259.imageshack.us/img259/3715/redeyesv01frontcovernw4.jpg" target="_blank">http://img259.imageshack.us/img259/3715/re...ontcovernw4.jpg</a>
<a href="http://img259.imageshack.us/img259/8072/redeyesv04coverga9.jpg" target="_blank">http://img259.imageshack.us/img259/8072/re...v04coverga9.jpg</a> (sniper)
<a href="http://img509.imageshack.us/img509/1202/redeyesv05coverxc3.jpg" target="_blank">http://img509.imageshack.us/img509/1202/re...v05coverxc3.jpg</a> (stealth)
But, seeing as they've already modelled it, but are yet to reveal it (whyyyy? i want it NOW), I just hope that they did create it along the same criteria.<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly, i would facepalm so hard my face would fall off if they made the headgear in the same fashion of your links.
Whats the point of massive armor if the most precious bodypart of all is exposed?
I mean, sure the guys on those pictures could probably stomp a grenade down, but a throwingknife in the face and they'd be wasted.
I almost always look to this link for citations:
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/What%27s_new_from_NS1" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...7s_new_from_NS1</a>
Unfortunately, the Exoskeleton/HA features aren't cited.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107545&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...107545&st=0</a>
^Twitter post about making a "lockdown" mode.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109255" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=109255</a>
^Where we found in the game code an entry for "Dual Minigun Tech". Also Lockdown Tech.
Also, found the Twitter posts and updated the "What's New" page with linkies.
Whats the point of massive armor if the most precious bodypart of all is exposed?
I mean, sure the guys on those pictures could probably stomp a grenade down, but a throwingknife in the face and they'd be wasted.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a neck and jaw guard. The designs exhibit power, defense, flexibility, movement and organicity (finally found the word I was looking for). Also, I suppose <a href="http://www.bodyarmornews.com/images/military-body-armor-interceptor.jpg" target="_blank">this guy</a> has pointless armour, because his face isn't covered?Halo's motorcycle-helmet visor approach may be a good compromise, but with transparency (so you can see the face), but eyeholes through a metal helmet? Geez, I hope not.
spellman23: Ugh. is all I have to say. Exoskeletons should emphasise greater mobility, rather than less. I guess I don't have to play like a glorified turret if I don't want to, though. Maybe you should add these citations to the wiki.
Nothing for the -ammo+cooldown thing though?
throw your own twist on it though.
<img src="http://images.wikia.com/warhammer40k/images/8/86/Marine.jpg" border="0" class="linked-image" /><img src="http://games.softpedia.com/screenshots/Fallout-3-Mod-Warhammer-40k-Space-Marine-Armor_1.jpg" border="0" class="linked-image" />
<img src="http://fc09.deviantart.net/fs27/f/2008/124/e/e/Warhammer_40k_Space_Marine_by_old_stone_road.jpg" border="0" class="linked-image" />
No, but seriously, I do want to see the face (or part of the face), because I want the look to be more 'human', and more organic. I'm not really expressing it very well, but I remember Charlie or Cory, in earlier days, were talking about the marine visual design and how they wanted to move away from the robotic clone ('Robocop') look, and into a more distinctly living, human look. I agreed with that idea, and I hope they did consider that when they designed the exoskeleton.
No, but seriously, I do want to see the face (or part of the face), because I want the look to be more 'human', and more organic. I'm not really expressing it very well, but I remember Charlie or Cory, in earlier days, were talking about the marine visual design and how they wanted to move away from the robotic clone ('Robocop') look, and into a more distinctly living, human look. I agreed with that idea, and I hope they did consider that when they designed the exoskeleton.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://nukoda.com/wp-content/uploads/2010/06/823693-spacemarinewh_super.jpg" border="0" class="linked-image" /> <img src="http://bulk2.destructoid.com/ul/133741-spacemarine.jpg" border="0" class="linked-image" /> <img src="http://gamesnet.vo.llnwd.net/o1/gamestar/objects/109227_main.jpg" border="0" class="linked-image" />
I have no idea where that came from and saw no proof in my giant Twitter search.
Also, it has dual miniguns. ###### dual miniguns... No man could handle that without some big hydraulic suit. The fact that it locks down sums it up.
I think it will be a rival to the Onos, and will be less common than in NS1. Something the aliens will fear, because heavy armour never seemed to bother me.
<img src="http://www.starshipmodeler.org/gallery7/fg_loader2.jpg" border="0" class="linked-image" />
As Runteh said the armor should be something the Kharaa fear, not laughed at while the Kharaa run rings around it.
the heavy exo-suit allows for the purchase of the dual wielding minigun upgrade which allows you to be BAMF Samuel L. Jackson.
/thread<!--QuoteEnd--></div><!--QuoteEEnd-->
Since when was high-accuracy + decreased mobility a good thing for the marine team?
Answer: never was (unless you like to just play on the alien team).
(Jet-Packs + marines launching teargas + flamethrowers in flight) > slow moving heavy ( <- sorry the battle was over before you finished walking out of marine start, and way before you were able to enter "lockdown/easy-target for all forms of alien life including the gorge" mode.
Answer: never was (unless you like to just play on the alien team).
(Jet-Packs + marines launching teargas + flamethrowers in flight) > slow moving heavy ( <- sorry the battle was over before you finished walking out of marine start, and way before you were able to enter "lockdown/easy-target for all forms of alien life including the gorge" mode.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very true, the marine team is facing a very agile alien race and reducing their ability to keep up with them in any way just doesn't make much sense, even if it does afford them a higher degree of accuracy since the Kharaa are well known for their ability to run rings around the marine team while taking heafty chunks out of their behinds.
Besides does it say any where how long it would take for the armor to go into this 'lockdown' mode? Is it instant or does it take a few seconds for the heavy armor to hunch down?
agreed. they are basically like human sentries IMO. and, if necessary, they can be used to charge and destroy a hive quickly. but they'd have to do it quickly. otherwise om nom nom. slower reflexes as a secondary attack but more accuracy (maybe make them squat and plant as an animation to show why it has more stability).
they should still be able to move at a normal speed but while running their aim should be way off. perhaps make them jump higher than normal marines (hydrolics)
remember, they still get an armor upgrade.... so it's not like they couldnt take a few bites.. and with devour gone... you get the point. they will still be a force to be reckoned with
Having fast jetpackers flying above and fast supersoldiers running below will yield less gameplay variety. After all, the game is supposed to be asymmetrical, we don't really want the marine team to be able to keep up with the aliens do we?
As Runteh said the armor should be something the Kharaa fear, not laughed at while the Kharaa run rings around it.<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd say that depends entirely on the minigun delay. assuming the minigun is a chain gun, there's always a second or two to wait while the barrels spin before bullets fly out. if that's the case then fades will laugh at the exosuits.
i wouldn't say i'm a fanboy, i just really liked the idea that everyone seemed to steal. lets not start a flame war, i know all of this stuff boils down to tolkien and that he used mythology but hey, warhammer was first to put out the "look! elves, orcs, humans, dwarves fight each other and then, look! they still fight each other as evolved species in the future"
that being said, i thought the new exosuit was supposed to not inhibit movement and not be something monstrous. i don't remember where i read that, but it made me think of the space marines from warhammer. they seem like they would keep up with a vanilla marine and be able to take more hits. nanites can explain the dual wielding.
whatever route they choose, i just hope they make it so the exosuit is as viable as the jetpack. getting HA in NS1 was something done to a base defender or when the whole team got them and slow pushed while welding. seeing as the command can't make that strategy decision anymore, i just want people to have a good enough reason to get an exosuit. i suppose it has to be jetpack = fade, exosuit = onos.
The way it is, the jetpack is still more viable.
I guess exos are anti structure classes <b>like</b> the onos.