Ideas for Stomp

SammeySammey Join Date: 2012-06-14 Member: 153266Members, Reinforced - Shadow
<div class="IPBDescription">Lets make it fun!</div>I was thinking about Stomp.

It is just annoying as hell that you can't do anything as a marine after getting Stomped by an Onos.
You might just as well bind 'kill' to a key and press that whenever you are Stomped, because you are going to die anyway.

Please share your ideas here to make it more fun! :)

I was thinking about these options:

-Make it so the marine is still able to fire his weapon.
-Bashing spacebar (jump) will make you get up faster ( like in Tony Hawk's Pro Skater 2 :P )

Comments

  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited November 2012
    I don't think it should be a ranged cone effect as it is now. It allows the Onos to remain in relative safety while actually performing a devastatingly effective move. I would prefer if the knockdown effect happened in an AOE around the onos, so in order to do it really effectively, the Onos would need to place himself in quite a bit of danger. Perhaps the charge up could be decreased in order to compensate for this.
  • Lt. LizardLt. Lizard Join Date: 2012-11-06 Member: 167595Members
    edited November 2012
    Fast random idea:

    Instead of ranged AoE cone stun, It creates a knockback AoE centered around Onos that throws marines some distance and damages them if they hit a wall or other obstacle, but otherwise doesn't take control away from them in any way.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    remove stomp add devour, stomp is stupid
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I'd like the stomp graphics to give a better indication of the effective range. In NS1 the stomp graphic was pretty simple, so it was reasonably clear what the range on it was.

    In NS2, I find it very hard to get a good idea of how wide and far the effect spreads. I find myself stomping at guys that are obviously out of range just in case they're not, or stomping a guy I think is in range only to see him unaffected and wondering why he isn't.

    An obvious and clearly defined ripple that spreads on the ground where you can visually say "OK, if this visual effect touches the marine, he will be affected" would be great.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • SammeySammey Join Date: 2012-06-14 Member: 153266Members, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Instead of ranged AoE cone stun, It creates a knockback AoE centered around Onos that throws marines some distance and damages them if they hit a wall or other obstacle, but otherwise doesn't take control away from them in any way.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That would be epic! Also fun as hell knocking marines down cliffs etc :D I do think that should be a cone, else you dont even have to aim :P
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    you've forgotten to add the part where you justify a nerf to stomp, with reference to large scale game balance.

    my view is that stomp is good at the moment... especially for attacking the final command station and using chain knockdown to stun the marines (because if you kill them, they just respawn in a few seconds anyway and you haven't achieved anything except increasing your useless kill tally).


    it's not a consistency, lore or logic issue... i mean look at the size and power of the onos... wtf kind of marine would be able to shrug off those hits and continue firing? not even terminator could withstand that gore attack. it stands to reason that marines literally get thrown around like a ragdoll.
  • JeehaoJeehao Join Date: 2012-11-08 Member: 168294Members
    Stomp should just make normal marines fall on their butt if they are not very close to the feet of the Onos because then they should get stunned.
    It should act as a small aoe ring alround the onos, The outer ring just makes marine fall down and the inner ring stuns them.. it just make total sense ^^

    Stomp should also make the exo's weapons Overheat or make it unstable in some way for 1-2 seconds..
    Exos should stay away from massive onos if they want to be effective!

    Onoses can not stop 5 exo suit rushes because all Onoses will die before they even get close.
    And if they get close then they die anyways because the Exos will plow them down.
    One Ono vs 1 Exo and the upgraded Exosuit will win even in close combat because onos sucks because of their large size.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Stomp should be removed in it's current form. It's not fun to play against and it's freaking bugged, can even stop jetpackers midair sometimes.

    I think it could be replaced with AoE Damage kind-of attack, that is effective against players with a fall-off type damage (the farther, the less damage). Or this anti-building stomp again, that disables buildings, but since we also have vortex for that, it seems a bit obsolete.

    Not sure how well the animation fits, but it could also be a buff to other nearby aliens, i.e a slight damage buff, or slight instant health/energy regen, to actually give the onos a bit of teamplay aspect besides being a meattank. Probably needs lots of testing though to get it in a normal, not overpowered fashion. (i.e. 2 onos should never be able to stack buffs, etc)

    But in anycase, no stomp would be better anyways, it's pretty annoying.

    <!--quoteo(post=2014522:date=Nov 7 2012, 11:15 PM:name=Lt. Lizard)--><div class='quotetop'>QUOTE (Lt. Lizard @ Nov 7 2012, 11:15 PM) <a href="index.php?act=findpost&pid=2014522"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fast random idea:

    Instead of ranged AoE cone stun, It creates a knockback AoE centered around Onos that throws marines some distance and damages them if they hit a wall or other obstacle, but otherwise doesn't take control away from them in any way.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd prefer that over the current stomp. However, it should be a cone, fall-off type
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