Onos stomp and falling over.

whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
I love Onos stomp, but to be completely paralized when hit is not cool. It would be far better and more immersive if you would just blunder around at the ground while moving very slowly and having a disoriented aim/trouble with your weapon animation. This would also solve that silly laying marine animation.

Comments

  • RomolskiRomolski Join Date: 2008-01-13 Member: 63402Members
    Stomp IS a little ridiculous at times, especially since there isn't a true compromise with it. Currently it represents the stopgap between the Onos' inability to handle Dual-Exo's well, so they gave it the ability to fight multiple light armored individuals. Being knocked to the ground, staggered, thrown around the room a bit would give a more intuitive feel while maintaining that hope for survival for Marine players. As it stands, when you're 'stomped' it's almost a guarantee kill for aliens, and you mise' well just give Devour back.

    To reconstitute the Onos after tuning down Stomp one could give Charge (the sprint for Onos) a similar affect. Where Stomp should be a larger AoE but have stages of effectiveness, Charge would be focused to only units directly in an Onos' path, and it should be given the ability to knock down Exo's and Marines. At the moment, a Dual-Exo will just about always win against an Onos because there isn't a one-on-one counter for them: You'd always need the exclusive support of a Gorge to even the playing field.

    "So how does Charge balance?", some may ask.

    Tell me how many long hallways do you see where an Onos could run a circuit on your whole team. With the current maps, there are very limited spaces where sprinting alone as an Onos is effective. Also something to consider on simplistic terms: Marines spend 75 res for a death-dealing-ranged-monster-of-rape, Aliens spend 75 res for a bullet sponge.
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