After two games I played as comm last night, I'm really liking this cheaper Onos thing.
In the first, we had two hives, but there were 3 or 4 Exos camping the exit of one hive. Many children were calling for Onos eggs, and I told them to stfu because the Onos was 100% useless in such a situation, as could clearly be seen by how many died so rapidly after spending their own res.
In the second, marines controlled nearly all of the map, and had a few marines defending key positions with rapidly upgraded weapons and armour. I skipped almost all upgrades and went straight to dropping an Onos egg, and then a second one a minute later. This is exactly what was needed, as the onos could go cause some serious trouble all over the map. He still went down the second he tried to push a fortified marine position however, which is exactly what I would have expected. This was with celerity and carapace.
What I'm trying to say is, it really isn't the obvious choice to go straight Onos. Its powerful if you have spread yourself too thin as marines, for example, taking every res tower on the map and leaving nothing to defend those points. But when you have really bunkered down in key strategic locations, a big slow onos with no upgraded lower life forms isn't going to hurt you much.
I think Onos needs to be something like in the Gorilla build(Gore toss, acceleration on run, no hide armor, stomp doesn't knock down marines). I 'd like it actually to be able to do things from the Exo trailer, like gore toss marines(maybe only when charging) and stomp to actually stomp marines and not knock them down, or maybe if it knocks them down then the Onos is stunned for a second(while marines are stunned for 2) so it will be more of a support ability(allowing the allies to finish enemy, I think it was the original purpose).
No Onos are pathetic, compare to Exo's and you see the problem. A 55 Res Exo is as effective if not more so than a 75 Res Onos. A Dual Exo 75 Res is not even comparable to a 75 res Onos.
You take 2 twin exo's and hives die in seconds, 2 onos do not have the same ability on a CC. If anything I think seeing exo's at 5 min marks a bigger game breaker than onos in its current state. I have given up on going onos, die to easily and waste the res..better to either go gorge and bile bomb/healspray or lerk with gas (which needs beefing up as its now tier 2)...I think the fact that players chose skulk over onos when they have the res is indicative that the onos is sucky. I would love to see an exo as weak as the onos is. Oh and the exo needs a hard cap on turning speed, not sure what the figure should be but seeing exo's doing 360's or even 540's is just silly...as a skulk I cant run around them as quickly as some can turn...whilst this is screwing with mouse sensitivity a lot of mice offer a switchable sensitivity at the press of a button so they dont have super sensitive mouse when outside of the exo but do when inside.
Oh and an onos SHOULD 1 shot a vanilla marine...after all alien attack does not scale so he is as strong at the 5 min mark as he is at the 25 min mark, marines get tougher both with attack and defense. If an Onos cant 1 Shot a vanilla marine what hope does he have against a level 3 armoured marine...oh thats right he is not..currently onos die very quickly, even 2 onos and 1 gorge find it a lot harder than 2 twin exo's and 1 marine.
<!--quoteo(post=1969093:date=Aug 30 2012, 08:29 PM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Aug 30 2012, 08:29 PM) <a href="index.php?act=findpost&pid=1969093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No Onos are pathetic, compare to Exo's and you see the problem. A 55 Res Exo is as effective if not more so than a 75 Res Onos. A Dual Exo 75 Res is not even comparable to a 75 res Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I played a long game earlier, spending most of my time as onos. I took out 8-12 Exos, some of which were dual, often on my own. If you get the jump on a lone exo, the onos can easily win.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1968824:date=Aug 30 2012, 03:27 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 30 2012, 03:27 PM) <a href="index.php?act=findpost&pid=1968824"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->onos should not be able to 1-hit a0 marines. it might have been that way but they lowered puncture multiplier to 1.25 meaning its 95*1.25=118.75 damage (against 160 effective hp).<!--QuoteEnd--></div><!--QuoteEEnd-->
Charge bonus - an Onos charging does more damage. kCriticalChargeSpeed is 6, so double damage at speed 12.
local bonus = Clamp( (speed - Onos.kCriticalChargeSpeed)/ Onos.kCriticalChargeSpeed, 0, 1)
Comments
In the first, we had two hives, but there were 3 or 4 Exos camping the exit of one hive. Many children were calling for Onos eggs, and I told them to stfu because the Onos was 100% useless in such a situation, as could clearly be seen by how many died so rapidly after spending their own res.
In the second, marines controlled nearly all of the map, and had a few marines defending key positions with rapidly upgraded weapons and armour. I skipped almost all upgrades and went straight to dropping an Onos egg, and then a second one a minute later. This is exactly what was needed, as the onos could go cause some serious trouble all over the map. He still went down the second he tried to push a fortified marine position however, which is exactly what I would have expected. This was with celerity and carapace.
What I'm trying to say is, it really isn't the obvious choice to go straight Onos. Its powerful if you have spread yourself too thin as marines, for example, taking every res tower on the map and leaving nothing to defend those points. But when you have really bunkered down in key strategic locations, a big slow onos with no upgraded lower life forms isn't going to hurt you much.
A 55 Res Exo is as effective if not more so than a 75 Res Onos.
A Dual Exo 75 Res is not even comparable to a 75 res Onos.
You take 2 twin exo's and hives die in seconds, 2 onos do not have the same ability on a CC.
If anything I think seeing exo's at 5 min marks a bigger game breaker than onos in its current state.
I have given up on going onos, die to easily and waste the res..better to either go gorge and bile bomb/healspray or lerk with gas (which needs beefing up as its now tier 2)...I think the fact that players chose skulk over onos when they have the res is indicative that the onos is sucky.
I would love to see an exo as weak as the onos is.
Oh and the exo needs a hard cap on turning speed, not sure what the figure should be but seeing exo's doing 360's or even 540's is just silly...as a skulk I cant run around them as quickly as some can turn...whilst this is screwing with mouse sensitivity a lot of mice offer a switchable sensitivity at the press of a button so they dont have super sensitive mouse when outside of the exo but do when inside.
Oh and an onos SHOULD 1 shot a vanilla marine...after all alien attack does not scale so he is as strong at the 5 min mark as he is at the 25 min mark, marines get tougher both with attack and defense.
If an Onos cant 1 Shot a vanilla marine what hope does he have against a level 3 armoured marine...oh thats right he is not..currently onos die very quickly, even 2 onos and 1 gorge find it a lot harder than 2 twin exo's and 1 marine.
A 55 Res Exo is as effective if not more so than a 75 Res Onos.
A Dual Exo 75 Res is not even comparable to a 75 res Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I played a long game earlier, spending most of my time as onos. I took out 8-12 Exos, some of which were dual, often on my own. If you get the jump on a lone exo, the onos can easily win.
Charge bonus - an Onos charging does more damage. kCriticalChargeSpeed is 6, so double damage at speed 12.
local bonus = Clamp( (speed - Onos.kCriticalChargeSpeed)/ Onos.kCriticalChargeSpeed, 0, 1)