Tell me about the Exo.
Locke504
Join Date: 2010-04-23 Member: 71511Members, NS2 Map Tester
I live in new orleans and have been without power and internet for the last 6 days, so I haven't had any time to check out the Exo suit. (###### you Hurricane).
I've done some precursory reading on the boards to get a rough idea, but if someone would be willing so sumthe pros and cons for me, it would be appreciated.
-Locke
I've done some precursory reading on the boards to get a rough idea, but if someone would be willing so sumthe pros and cons for me, it would be appreciated.
-Locke
Comments
Massive damage
Unlimited ammo, guns heat up and must cooldown
Cannot use phasegates
Cannot be beaconed
Move quite slowly
Marine team rushes Exo
Entire marine team purchases exo
5-9 exo lemming death train slowly beings to roll around the map
The outcomes are usually:
Aliens win because everyone is in exo and cannot defend their base
Aliens lose because they try to engage an entire exo train
Aliens win because marine team buys Exo and goes to rambo by themselves in different directions (immediately dying)
I did have one game on veil where there was a healthy mix of exos, JPs, and macs welding the exos. Then an alien was all "hurf exos OP" when the reality is that marines just had more RTs the entire game. A team full of 3/3 marines with whatever they want from the proto and armory should really be able to win (and we did).
But anyway, they're fun.
No the free hand is only for punching. You cannot weld or build when in an exosuit.
Well, the free hand can also be given a second minigun once that tech is researched, but other than that it's just for facepunching.
From what I've seen, the Exo works best in smaller rooms/cooridors with limited entrances. When you know your buddies have your back and have welders on you, you just go nuts on whatever is ahead. Many skulks will die to welder flames, no joke.
The trick is to NEVER leave the pack.
Personal count is 6 skulks and a fade while welding.
Also, railguns? Do exos need more firepower? All alien things melt when an exo so much as looks at them.
...And also very limited and not nearly as good as jetpacks. Due to beacon/gate/build/weld limitations, its really hard to actually survive using exos. Aliens will often kill either one of your bases while exos are enroute to a hive, and even if they don't, a good fade or two will counter a couple of exos nicely. The alien team has more time to react, and you on the other hand, have your hands tied. Keeping exos alive takes often-squishy welder marines, and keeping your base takes marines too. Solid pressure at either end will land you in trouble :(
Fades, man, fades. It takes a while to get the fade in your sights and also spooling the miniguns can take time. The damage dealt by exos comes over time and not in bursts, so its pretty predictable. Add to this that fades can blink in behind exos and swipe a few times and then escape. If there are shotty marines, fades need to target shottys first, but still, fades do a good job countering the exos.
Then again, even inexperienced marines can be combat-effective with exos, while being a good fade is more difficult. If skill levels are low and even, exo will do better than the fade. With high skill levels its the other way around.
The MAC spam for welding them is a problem but I'm sure that will be addressed soon.
Now all we need is an Onos that's worth the res cost.
Make it so an exo can only be welded by one mac at a time.
Its the same strategy of sending a mac out to one side of the map to build an rt while your marines are putting pressure on a hive. (aliens usually go defend the hive instead of hurting your mac)
But if it becomes cheesy your solution or making them more expensive works..