ONOS vs EXO

mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
ONOS vs EXO ... sounds like an even fight right ? well its not

1 ONOS vs 1 minigun EXO is hands down the EXO's victory
2 ONOS vs 2 minigun EXO is a fair fight

in res terms

75 res ONOS < 50 res EXO
150 res ONI = 75 res EXO

basically the ONOS takes far too much damage from miniguns, if anyone can do the math it would be interesting :)
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Comments

  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I agree that onos are underpowered just now but not because of the exo's I think skulk and gorge with a gd team are the best choice to take down an EXO.

    Problem is that an onos can wreck a base if he gets in when everyone else is out doing somthing else lol really sneak attack is only option because as of just now anything can kill and onos lol the fact that they don't have bone armour(<u>reduced incoming damge from the front</u>) is a joke and they made it so that you can't even kill marines anymore no way should a lvlo or lvl1 armour marines be able to take a hit from a onos again this wouldn't be a problem if they gave it bone armour as I could see the point of not having high damage with high surivabilty but as it is just now if the marines see you coming you need to back away

    also I don't like how the onos controls feels very slugish when trying to charge again wouldn't bother me expect of the fact thats there's no such slugish controls on the EXO how is this different why should the onos be slugish when charging to get to close range but the EXO be able to turn on the spot and track at normal speed from ranged ,, just saying seems as if onos are getting screwed lol keep EXO the same as it is just now I really like it seems balanced because of the fact that they can't use phase gate or beacon back to base, but onos really needs work and alot of it.

    and for the record I don't think a Onos should pawn a EXO as I said I think and Exo should be what kills and Onos but just not in 2 second from the top of a norrow corrider lol Bone armour again would slove this lol

    BONE ARMOUR >>> BONE ARMOUR
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Punctuation >>>>>>>>>>>> BONE ARMOUR.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited September 2012
    EXOs Miniguns deal heavy-type damage which treats armor equally as health (which is effective against the Onos because it relies on tons of armor). They also do a lot of damage per hit (25 without upgrades) which is effective against the flat damage reduction (6) by the Onos' Hide Armor. The miniguns have a huge stray which is not really a disdavantage against an onos. If you have a Claw, it is also impossible to miss an Onos in melee. So overall, Onos is probably not the ideal lifeform to attack an EXO with...
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited September 2012
    The fist is mad effective against armour.

    <!--quoteo(post=1970080:date=Sep 2 2012, 11:31 AM:name=arnyboy87)--><div class='quotetop'>QUOTE (arnyboy87 @ Sep 2 2012, 11:31 AM) <a href="index.php?act=findpost&pid=1970080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also I don't like how the onos controls feels very slugish when trying to charge again wouldn't bother me expect of the fact thats there's no such slugish controls on the EXO<!--QuoteEnd--></div><!--QuoteEEnd-->


    Exos cant charge around the map super fast tho (for given value of the words super and fast).
  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
    edited September 2012
    I think Exos are pretty good for how they are glass cannons. Bile bomb and a good skulk can completely decimate Exos if you get rid of the welding marines

    The macs, however, when welding Exos seem to be a bit too powerful. Unlike marines, when a comm escorts an exo with macs they are almost impossible to kill and turn Exos from glass cannons to walking tanks.

    And I don't think Onos vs exo should ever be a "fair" fight. That would defeat the purpose of Exos being a counter to Onos. In SC2 if you have void rays vs marines you don't just sit there with your void rays against a bunch of marines, you get the ###### out of there. That's why they are a counter.

    Minus the Mac issue, it's much better to have Exos be very good against Onos, because it forces diversification of aliens more, and causes better teamwork (when you do it right), same as Exos not being able to teleport/beacon forces diversification for marines.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Onos in general is very very meh. I see one as a marine and I dont really care, I play one and its more for luls than effective. An onos is better as just a distraction for the gorge whos biling rather than having a gorge run around healing him...
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    Yeah EXO's cant run fast around the map but they also don't have to get into melee range so they can shot so I think you failed to see my point
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    i think the onos should be far more resistant to standard marine gunfire if the exo is going to be the counter to onos. I believe that the onos was balanced against non exo marines and thus had to be killable by standard marines so that the onos wasnt instant win for aliens. Now that we have the exo it seems the onos is still relatively easy to kill by standard marines and especially easy to kill by exo's

    and the onos is sluggish, it feels very start stop'ish as it takes a while to get up to speed, you can only charge in straight lines and you stop and lose all your momentum after you stop charge thus you have to build up speed again.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited September 2012
    <!--quoteo(post=1970102:date=Sep 2 2012, 07:05 PM:name=Bloodshot12)--><div class='quotetop'>QUOTE (Bloodshot12 @ Sep 2 2012, 07:05 PM) <a href="index.php?act=findpost&pid=1970102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And I don't think Onos vs exo should ever be a "fair" fight. That would defeat the purpose of Exos being a counter to Onos. In SC2 if you have void rays vs marines you don't just sit there with your void rays against a bunch of marines, you get the ###### out of there. That's why they are a counter.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If exo is the counter to onos, then the onos has too many counters currently by the marines. I figured before that jps would be the counter, especially combined with a shotgun. But since you're figuring that exo is the counter. What exactly does the onos counter that the other lifeforms can't do? Or rather, at what job does the onos excell at that its worth its res aside from being a big bullseye with its sluggish movement and having to run back over and over?

    Maybe its not fair of me to use the shotgun as a counter since the shotgun counters everything currently with enough weapon upgrades.
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    <!--quoteo(post=1970130:date=Sep 2 2012, 10:57 AM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Sep 2 2012, 10:57 AM) <a href="index.php?act=findpost&pid=1970130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If exo is the counter to onos, then the onos has too many counters currently by the marines. I figured before that jps would be the counter, especially combined with a shotgun. But since you're figuring that exo is the counter. What exactly does the onos counter that the other lifeforms can't do? Or rather, at what job does the onos excell at that its worth its res aside from being a big bullseye with its sluggish movement and having to run back over and over?<!--QuoteEnd--></div><!--QuoteEEnd-->

    i sure hope the devs are asking these questions
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited September 2012
    It doesn't make sense to me that Exos should be the counter to the Onos. What is the Onos the counter to then? Certainly not Jetpacks. They shouldn't be purely for base destruction either since that's what Bile Bomb is for.

    If the Onos is simply meant to be a damage sponge for his teammates, well, the drawback to being a tank is that you are very likely to die in the process. The Onos is a very expensive investment to take that risk with.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Onos is in a weird spot. He doesn't have and 2nd hive ability and his role in the game is not very clear atm. His survivability is arguably too low - not to say he should be able to run in anywhere by himself and be super effective, but even when you use it with teamwork he's pretty much always the first to be targeted and goes down very quickly :/
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Onos does seem pretty weak. You would figure that JPs should be the counter to onos not exos. Bone shield still isn't implemented yet so that may help.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1970132:date=Sep 2 2012, 02:09 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Sep 2 2012, 02:09 PM) <a href="index.php?act=findpost&pid=1970132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't make sense to me that Exos should be the counter to the Onos. What is the Onos the counter to then? Certainly not Jetpacks. They shouldn't be purely for base destruction either since that's what Bile Bomb is for.

    If the Onos is simply meant to be a damage sponge for his teammates, well, the drawback to being a tank is that you are very likely to die in the process. The Onos is a very expensive investment to take that risk with.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This. Onos needs to be the counter to exo, since he obviously is no longer a good counter against marine structures.

    I think making minigun into medium damage, and giving onos the boneplate should do this.
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    a while ago Flayra said in the twitchstream chat, that they are thinking about a addition for the onos, to compete with exos, when they are in the game ... so i hope, he didn't forget that
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    It's true Onos seem rather squishy especially when Exos come into play. However, I rarely see Gorges supporting an attacking Onos, and very rarely see a khammander support with the Drifter's Enzyme Cloud. And I've never (!) seen a Lerk spam an Onos with Umbra.

    Not to suggest everything is fine and people just need to L2P, a dual-minigun Exo going against an Onos in a 1v1 fight should indeed be a close call, if not in full favour of the Onos.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited September 2012
    A dual minigun VS onos the dual minigun will win every single time no contest currently. I was playing a 2x mini exo and an onos charged me from only a few meters away from the hive (so he was full HP) and I melted him before he even touched me. The DPS if the dual minigun exos is pretty OP imo.

    So yes it is sad to see the comparison of the marine 75 res tech VS the alien 75 res tech :(
  • 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
    <!--quoteo(post=1970131:date=Sep 2 2012, 09:09 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 2 2012, 09:09 PM) <a href="index.php?act=findpost&pid=1970131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i sure hope the devs are asking these questions<!--QuoteEnd--></div><!--QuoteEEnd-->

    The Exo was released a whole week ago ... and considering how little time there was to try balancing the Onos during PT, I'm surprised that marines haven't walked all over the aliens. Considering that both the performance improvements (which benefits marines more than aliens) and the Exo was added to the marine side, I find it surprising that the aliens are still managing to keep a positive win/loss ratio... Weird...

    Anyhow, when it comes to the theoretical value of a game piece, you have to balance tactical and strategic usefulness.

    The Exo is far more brutal in tactical situations than the Onos. Each minigun fires 10 25dps heavy damage shells, for 250 heavy dps (at W0 - at W3, that goes up to 325). A shotgun does 180 normal dps, so against aliens with armor left, the comparative-to-shotgun-dps is 375 (W0), or about twice as much as the shotgun. And a dual Exo does double that. 4 times the damage output of a shotgun.... The liftime of an Onos is about 1.5 sec against a single dual Exo. Not a good idea.

    The Exo at A3 also has 570 armor (and no health), so aliens have to do 1140 damage or about 15 skulk bites...

    The tradeoff is that the Exo is slow, can't go through phasegates, can't be beaconed and is surprisingly vulnerable to skulks and lerks (limited FOV helps). They also cannot build or repair each other. So if aliens can force the marine commander to beacon back his marines, the Exos can be brought down by large hordes of skulks, lerks and gorges.

    The Onos is much more mobile and versatile than the Exo, and is thus less overpowering tactically.

    Do note that an Onos that dies to an Exo chose to take the risk - unless cornered, an Onos can always avoid a battle with an Exo.
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    <!--quoteo(post=1970144:date=Sep 2 2012, 11:33 AM:name=EgoGamer)--><div class='quotetop'>QUOTE (EgoGamer @ Sep 2 2012, 11:33 AM) <a href="index.php?act=findpost&pid=1970144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's true Onos seem rather squishy especially when Exos come into play. However, I rarely see Gorges supporting an attacking Onos, and very rarely see a khammander support with the Drifter's Enzyme Cloud. And I've never (!) seen a Lerk spam an Onos with Umbra.

    Not to suggest everything is fine and people just need to L2P, a dual-minigun Exo going against an Onos in a 1v1 fight should indeed be a close call, if not in full favour of the Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    same can be said for marines

    marines can weld exos, flamethrower marines can disable healing gorges energy, marines have nanoshield, macs can repair aswell.

    An onos has to get in close to do damage, gorges cant keep up with a charging onos, and when gorges are so close behind an onos, they are easy pickings for marines/exo's especially if the onos dies
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    <!--quoteo(post=1970152:date=Sep 2 2012, 08:43 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 2 2012, 08:43 PM) <a href="index.php?act=findpost&pid=1970152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->same can be said for marines

    marines can weld exos, flamethrower marines can disable healing gorges energy, marines have nanoshield, macs can repair aswell.

    An onos has to get in close to do damage, gorges cant keep up with a charging onos, and when gorges are so close behind an onos, they are easy pickings for marines/exo's especially if the onos dies<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well it's all anecdotal evidence anyway. Not arguing that Onos don't need a buff. =]
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    edited September 2012
    <!--quoteo(post=1970148:date=Sep 2 2012, 09:39 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 2 2012, 09:39 PM) <a href="index.php?act=findpost&pid=1970148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if aliens can force the marine commander to beacon back his marines, the Exos can be brought down by large hordes of skulks, lerks and gorges.<!--QuoteEnd--></div><!--QuoteEEnd-->

    To provoke a beacon, nearly the whole alienteam must be in the rine base to do fast enough damage ... and if the commander beacon ... you still won't have enough lifeforms in the hive to kill the exo ... espacially no HORDES of lerks, gorges and skulks ...

    also the commander will ever have the opportunity to let the base die ... in nearly every case the exos should kill all hives faster than the alienteam the command stations

    the only real option against exos at this moment is to spot them early enough and kill them on the way to the hive ...
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    Stomp does a good job vs lights so maybe creating a hive research ability to, not necessarily counter, but to compete against Exos and/or JP's. This imaginary set of skills would also add more decisions on the commanders part.

    In it's current state I feel he is too slow to close gaps on any marines in most combat situations and, as most of you have noted, very squishy for such a large target. I think map design plays a part in the slowness but also that charge just isn't that useful. Also, what would happen if you reduced his cost? Obviously more cost effective but would people play it over the fade?
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited September 2012
    <!--quoteo(post=1970148:date=Sep 2 2012, 03:39 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 2 2012, 03:39 PM) <a href="index.php?act=findpost&pid=1970148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The tradeoff is that the Exo is slow, can't go through phasegates, can't be beaconed and is surprisingly vulnerable to skulks and lerks (limited FOV helps). They also cannot build or repair each other. So if aliens can force the marine commander to beacon back his marines, the Exos can be brought down by large hordes of skulks, lerks and gorges.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Aliens don't have hive warp, and Onos are slow too considering you left the slowdown on carapace. They're also extremely weak against jetpacks which only costs 10 pres (20 pres cheaper than lerks). Sorry, but lerks are garbage against exosuits; using trailing spores is a death sentence and needles are just as bad. Even if you managed to get the marine commander to beacon, the exosuits can easily just as well hump an armory which repairs them at a ridiculous rate (or MAC orgy) until the foot/jp marines return. Which will be nearly instantaneous due to phase gates.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Onos is much more mobile and versatile than the Exo, and is thus less overpowering tactically.<!--QuoteEnd--></div><!--QuoteEEnd-->

    "Much more mobile and versatile." I strongly disagree. Besides charge that limits you to run in a straight path, they are not any more mobile than exosuits. No idea how you got that they're more "versatile" than exosuits. Onos tank? Barely. Kill structures faster? Exos do. Stomp? Completely ineffective to exosuits and jetpacks which all marines should have one or the other by the time stomp is researched.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do note that an Onos that dies to an Exo chose to take the risk - unless cornered, an Onos can always avoid a battle with an Exo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Such horrible logic to have when trying to balance a game.

    There is a reason why onos are largely ignored by players except by those that are new to the game, because they're terrible at everything they do. The main culprit being that they have zero survivability and die too fast before they even had the chance to do anything remotely useful. Why should I blow 75 res down the drain when I can do better than a onos as a skulk. Skulks > onos. I end more games as a fade than onos too.
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    As Matso had said: We had hardly enough time to balance the Exo/etc a bit more before it was released and PAX being the same week. When we all get back from PAX the PT team that joined me there will be hitting the ground running with discussions and suggestions to improve this balance. I've been thinking a lot about the changes that would need to be done to a lot of things just to be able to balance it out so I do have a few ideas/suggestions to pitch when I get back home.
  • Banzai¥Banzai¥ Join Date: 2012-02-06 Member: 143902Members, NS2 Map Tester
    <!--quoteo(post=1970148:date=Sep 2 2012, 01:39 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 2 2012, 01:39 PM) <a href="index.php?act=findpost&pid=1970148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Exo was released a whole week ago ... and considering how little time there was to try balancing the Onos during PT, I'm surprised that marines haven't walked all over the aliens. Considering that both the performance improvements (which benefits marines more than aliens) and the Exo was added to the marine side, I find it surprising that the aliens are still managing to keep a positive win/loss ratio... Weird...

    Anyhow, when it comes to the theoretical value of a game piece, you have to balance tactical and strategic usefulness.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Every game I see where Aliens win is because no player chose to go Onos; instead Fade/Skulk/Gorge. A single Skulk/Fade can take down a small group of Exos when it has leap/blink and adrenaline. I would love to see bone-armour back and possibly charge-damage once the Onos reaches a certain point. Most of the map layouts are twined paths that make it useless for escaping speedy Marines (whether they're running or jetpacking.)
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    <!--quoteo(post=1970148:date=Sep 2 2012, 12:39 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 2 2012, 12:39 PM) <a href="index.php?act=findpost&pid=1970148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Exo was released a whole week ago ... and considering how little time there was to try balancing the Onos during PT, I'm surprised that marines haven't walked all over the aliens. Considering that both the performance improvements (which benefits marines more than aliens) and the Exo was added to the marine side, I find it surprising that the aliens are still managing to keep a positive win/loss ratio... Weird...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't understand how you had no time to test it? You guys been testing the EXO for months now.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do note that an Onos that dies to an Exo chose to take the risk - unless cornered, an Onos can always avoid a battle with an Exo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Should I bother?
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited September 2012
    Don't forget that the alien economy has gotten a buff again in this patch, it was pretty gimped in the previous version. Not saying no changes are needed, but its one of the reasons why aliens don't get totally steamrolled.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>How to balance the onos!</u><!--sizec--></span><!--/sizec-->

    <b>Do:</b>
    Give it the bone shield. That means invincible at the front (beside the parts on its legs without bones). Why not damage reduction? Because it is highly unintuitive. Making him invul on the front bones, makes it possible to add effects like bullets bouncing of, that scream at every noob: "Invul on the bone plates!"
    But invul sounds op? No! It just introduces skill to the onos. You can't just run into a room and try to hit as many marines. You need to think about your positioning. Also the health and armor of the onos has to be decreased. 3 Marines should be enough to circle an onos so two can attack him from behind / the sides. Now you finally got an alien that has an useful and unique job and requires skill to be successful with.

    Just imagine an onos sitting in a doorway and looking at you... Just looking at you. You can't damage it without GLs or Flamers or flanking. And it sits there and watches you.

    <b>Don't:</b>
    Don't ever increase the health/armor of the onos. That only leads to uselessness of LMGs.
    Don't ever increase movement speed of the onos. Marines should always have the option to run away from it.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    <!--quoteo(post=1970366:date=Sep 3 2012, 01:28 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Sep 3 2012, 01:28 PM) <a href="index.php?act=findpost&pid=1970366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>How to balance the onos!</u><!--sizec--></span><!--/sizec-->

    <b>Do:</b>
    Give it the bone shield. That means invincible at the front (beside the parts on its legs without bones). Why not damage reduction? Because it is highly unintuitive. Making him invul on the front bones, makes it possible to add effects like bullets bouncing of, that scream at every noob: "Invul on the bone plates!"
    But invul sounds op? No! It just introduces skill to the onos. You can't just run into a room and try to hit as many marines. You need to think about your positioning. Also the health and armor of the onos has to be decreased. 3 Marines should be enough to circle an onos so two can attack him from behind / the sides. Now you finally got an alien that has an useful and unique job and requires skill to be successful with.

    Just imagine an onos sitting in a doorway and looking at you... Just looking at you. You can't damage it without GLs or Flamers or flanking. And it sits there and watches you.

    <b>Don't:</b>
    Don't ever increase the health/armor of the onos. That only leads to uselessness of LMGs.
    Don't ever increase movement speed of the onos. Marines should always have the option to run away from it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    Exos does immense damage (accurately) at mid-range. An Onos with a future Bone Shield (the Onos takes little damage but can only move forward slowly and with a fixed turn speed?) could soke up that damage, making it easier for other Alien players to move in and do damage. Or, if the Exos doesn't retreat and ignores the Onos to entirely foces on the other Aliens, the Onos will eventually cover the distance to the Exos with full health. If the Exos indeed retreat, the Aliens at least relieves the pressure on for instance a Hive.
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