When is the bone shield for the onos coming?

_Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
This idea floats around since alpha and as far as I know, it originated by the devs. I think we really need it to balance the onos better than by tweaking its health. Also this mechanic makes the onos much more interesting and skill demanding than it is now.

What is Bone Shield?
The original idea was, that the onos is invulnerable on the bone parts of his front. (see pictures: red areas would be vulnerable) Crouching with the onos covers most of the vulnerable spots on its front legs, but also make him way slower. There will always be small spots on its upper legs, that remain vulnerable. So it can't be used to simply shut down a hallway. Also marines can circle the onos. This would demand more tactical positioning from the onos player and more aim from the marines.
It could be made intuitive by changing the particle effect while hitting the bone plate, from green blood to yellow sparks. The same you see, when shooting a wall.

Sure, the health of the onos needs to be tweaked with this feature. But it would finally introduce some skill in playing him.

<img src="http://i.imgur.com/ItWyW.jpg" border="0" class="linked-image" />
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Comments

  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited November 2012
    I don't see how this would make the game any better. It'll turn the onos in a slow crouching kamikaze meat shield, since obviously there would not be any reason not to crouch into a besieged marine base and to not keep going until you die, since retreating and thus showing your weak behind would mean death anyway.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Remember, that even while crouched, the vulnerable spots are visible. Smaller, but visible. It would be better to rush full speed in, than slowly. Because this gives the marines time to aim carefully at your weak parts.

    Also it wouldn't need to decrease the health this hard, that you can't flee anymore. This is only a balancing by numbers thing. Right now it takes no skill to shoot at an onos, you can't do much wrong. Also it doesn't need much skill to play onos. The only failure you can make, is staying to long in battle. Why not adding a mechanic that gives you more control? A mechanic that adds the demand of skill to both sides.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=2022053:date=Nov 13 2012, 08:57 AM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Nov 13 2012, 08:57 AM) <a href="index.php?act=findpost&pid=2022053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->since obviously there would not be any reason not to crouch into a besieged marine base and to not keep going until you die, since retreating and thus showing your weak behind would mean death anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I disagree completely, you're missing the teamplay aspect behind the bone shield. While the Onos is blocking most of the incoming damage, the rest of the team creeps up behind the Onos and then spread out once they're in range. Perfect for a Gorge.

    The Onos could also retreat slowly with the bone shield facing the marines, or try to get away normally, adding a cool risk/reward element.

    Then the Marines could use grenade launchers, or jetpacks, or just clever tactics to damage an Onos from his vulnerable spot.
  • Kuroneko42Kuroneko42 Join Date: 2012-10-02 Member: 161303Members, Reinforced - Gold
    I've always felt that invulnerability is a bad thing. However, it would be cool if the onos health/armor was perhaps reduced a bit and as a trade off the areas of it's body that is covered by the bone 'armor' reduces incoming damage at all times. That would encourage marines to flank the onos, and for the onos to stare at the marines.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I think invulnerable on the bone spots would be bad, but highly reduced damage would work.

    Definitely would like to see this feature though.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    i guess it's always an option, but at this moment in time the onos does not need a buff therefore you'd have to immediately compensate by lowering the onos hp by a great deal. that's a pretty big change up and probably uncalled-for this soon after release.

    generally you'll want to either be running away from an onos to delay your death or firing non-stop to contribute enough damage for your team to take the onos down. this won't fundamentally change with the bone shield ability, so i very much doubt it's high on the patch agenda (if it's even there at all).

    edit: also, what about the other alien lifeforms? <a href="http://bulk2.destructoid.com/ul/192292-/NS2_Fade_render-620x.jpg" target="_blank">http://bulk2.destructoid.com/ul/192292-/NS...render-620x.jpg</a> they all have 'bony' parts
  • ShahnazShahnaz Join Date: 2012-11-12 Member: 170201Members
    Looks great actually. Onos is too easy to play at the moment, even newbs can go on a 50:1 KDR.
  • IdlerayIdleray Join Date: 2012-10-04 Member: 161464Members, Reinforced - Shadow
    I would like anything, ANYTHING, added to make Onos play more skillful. This sounds like the right kind of idea.

    Currently, apart from map awareness and strategic considerations about where to be (which is required by all lifeforms anyway), the Onos takes nearly no skill to play and increased skill has no effect on an Onos.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited November 2012
    The problem with damage reduction vs invulnerability on the bone shield are:<ul><li>invulnerability is more intuitive and easier to understand. You see sparks instead of blood = you do no damage. It's a clear mechanic.</li><li>if you can damage the onos only at this spots, it needs skill to hit him. Not just spray and pray.</li><li>the onos will never be completely invulnerable anyway. You just need to aim, or circle em.</li></ul>
  • IdlerayIdleray Join Date: 2012-10-04 Member: 161464Members, Reinforced - Shadow
    edited November 2012
    I'm inclined to agree, it's not really invulnerability because it only affects a partial area, so taken together it effectively grants you an amount of hp that scales depending on marine aim and your own positioning. It doesn't matter if the shield blocks damage completely or partially, the overall effect should be the same, and making it invulnerable with the different graphical effect gives a better cue to marines.
  • ToastieToastie Join Date: 2012-11-05 Member: 167351Members
    I like the idea of this mechanic, I just think it would make the Onos a bit OP. Currently the best counter to an Onos is a long hallway, and adding partial invulnerability to the Onos while it closes distance could be a huge problem. Additionally, this would require the Onos to have less overall HP, which would make retreating much more difficult, which pushes the Onos into more of a kamikaze role due to the now easy to get in and hard to get out nature.

    It would be nice to have something in the game to make the Onos more skill based, I just don't think this is it.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    Setting this all up would be quite an interesting challenge for the devs. Considering the problems there have been and still exist with collisions as is, I would think this improvement would be a ways off. The mesh and it's colliders are often separate entities, so it would require a 3rd set of colliders in front of the existing ones that would block the incoming ray traces (bullets). Seems fairly simple in theory, however actually getting it right requires a lot of tweaking.
  • bHackbHack Join Date: 2010-03-23 Member: 71059Members
    edited November 2012
    In ns1, if you shoot onos in the face he was taking less dmg (30% or 50% dmg reduction if I'm not wrong). Making him invulnerable even at certain points, at the current stage is bad, and will only make him more imba.
    There is no issue with having that in NS2, although it will only boost the current onos. The major rework on the Onos has to be done before implementing it (hp\armor dmg\hit-range, etc). Also, that balancing has to be reflected on whole gameplay.

    It is most likely that it will be much harder to script the separate front parts, but still doable.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited November 2012
    <!--quoteo(post=2022059:date=Nov 13 2012, 09:08 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Nov 13 2012, 09:08 AM) <a href="index.php?act=findpost&pid=2022059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember, that even while crouched, the vulnerable spots are visible. Smaller, but visible. It would be better to rush full speed in, than slowly. Because this gives the marines time to aim carefully at your weak parts.

    Also it wouldn't need to decrease the health this hard, that you can't flee anymore. This is only a balancing by numbers thing. Right now it takes no skill to shoot at an onos, you can't do much wrong. Also it doesn't need much skill to play onos. The only failure you can make, is staying to long in battle. Why not adding a mechanic that gives you more control? A mechanic that adds the demand of skill to both sides.<!--QuoteEnd--></div><!--QuoteEEnd-->

    After giving it some more thought, I must confess it might be a good idea, as long as you get the balance right.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I've asked UWE about this a few times and received a response. They are interested in it but were unable to get it working for 1.0. We should see it as an addition down the line.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't think a passive frontal damage reduction is a good idea, especially given the unrestricted turn speed, there are too many places where it would just make the Onos invincible. An active bone shield ability might work, though it would clearly be overpowered if you gave it to the Onos now without a corresponding nerf.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Onos now has 1300/600.

    A while back it had 600/350 with a -6 damage reduction. Got a bit hard to balance so it was replaced with simply extra health.

    Bone shield sounds neat but yea need to figure out how to handle the -only face front and can't retreat else die kamikaze- potential.

    Also, hiding teammates behind the onos has limited use due to grenade launchers, and slow moving aliens are easy pickings. Right now the onos rushing into the middle of a bunch of marines causing chaos and absorbing their fire does more for the rest of the aliens then making them form a moving frontline that can be grenaded with ease.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited November 2012
    <!--quoteo(post=2022210:date=Nov 13 2012, 10:50 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 13 2012, 10:50 AM) <a href="index.php?act=findpost&pid=2022210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think a passive frontal damage reduction is a good idea, especially given the unrestricted turn speed, there are too many places where it would just make the Onos invincible. An active bone shield ability might work, though it would clearly be overpowered if you gave it to the Onos now without a corresponding nerf.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's just a matter of correcting his health to compensate. If you give him the kind of head-on toughness he's already needed, you could easily half his HP to create a lifeform that's great when positioned correctly but easily killed when surrounded.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=2022276:date=Nov 13 2012, 01:50 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 13 2012, 01:50 PM) <a href="index.php?act=findpost&pid=2022276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's just a matter of correcting his health to compensate. If you give him the kind of head-on toughness he's already needed, you could easily half his HP to create a lifeform that's great when positioned correctly but easily killed when surrounded.<!--QuoteEnd--></div><!--QuoteEEnd-->
    All that really accomplishes though is to make him far more situational than he was before. I don't really see the benefit. In large rooms where he's easily surrounded he sucks, in corridors where he's always facing the marines he's overpowered.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2022284:date=Nov 13 2012, 11:57 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 13 2012, 11:57 AM) <a href="index.php?act=findpost&pid=2022284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All that really accomplishes though is to make him far more situational than he was before. I don't really see the benefit. In large rooms where he's easily surrounded he sucks, in corridors where he's always facing the marines he's overpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good. No one Lifeform should be the "good" one, any more than any one gun should be. All lifeforms need strengths and weaknesses that make them good in some situations and bad in others.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=2022289:date=Nov 13 2012, 02:02 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 13 2012, 02:02 PM) <a href="index.php?act=findpost&pid=2022289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good. No one Lifeform should be the "good" one, any more than any one gun should be. All lifeforms need strengths and weaknesses that make them good in some situations and bad in others.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Onoses should always be good, it's not fun to have your lifeform hard-countered. That doesn't mean they should be able to carry the team by themselves, but that's very different than making it so they're only useful in certain types of rooms. All five lifeforms should always have a role on the team, there's no need to give them arbitrary weaknesses.
  • PHJFPHJF Join Date: 2005-07-13 Member: 55898Members
    I like the idea of adding some utility to the onos to make him more than a "herp derp kill structures" unit. An onos effectively acting like a siege tank, pushing into a base with an army of whips/skulks/gorges behind him. And really, it is rather silly not to have locational damage/resistance to some degree.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Zek its not a hard counter.
    and tech is right, no one thing should be without a role or be the obvious choice.
    imagine exos without their obvious drawbacks?

    This was all covered in the high level design doc from charlie. "no one weapon or life form should be better than another" trade offs, variation, soft counters, roles - all encourage proper soft RPS mechanics and a varying game that requires coordination instead of mass life forms or the obvious choice. (hello 6 min onos)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited November 2012
    The Onos right now is like if the Exosuit was as fast as a Marine, could build, could use armories, and was capable of being beaconed. There is no reason, resources permitting, not to take every Skulk on your team and replace it with an Onos.
  • ToastieToastie Join Date: 2012-11-05 Member: 167351Members
    <!--quoteo(post=2022440:date=Nov 13 2012, 03:27 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 13 2012, 03:27 PM) <a href="index.php?act=findpost&pid=2022440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Onos right now is like if the Exosuit was as fast as a Marine, could build, could use armories, and was capable of being beaconed. There is no reason, resources permitting, not to take every Skulk on your team and replace it with an Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm going to go out on a limb and say a fast, armory using dual exo would be worse, but that's just an opinion.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited November 2012
    as aslong as you can't turn while crouched (or at least turn REALLLY slowly) this would be awesome.

    the tactic would be, you can crouch to become a shield (grenades bounce off, bullets ricochet off etc) But you it only activates from the front where you bones are, so that any marine(s) can still strafe around you, or fly above/behind you - and you'd have to give up your crouched position in order to turn to either block or attack them.


    this would be great for shielding a hidden army of skulks behind you from an exo or turrets or even normal rines.


    and it means that jetpacks would be a better counter to onos.



    EDIT - also a crouching boneshielding onos, should take more damage from melee - so that those who dare can get up close with an Axe or Exo claw to attack from melee :)
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
    I thought the bone shield would basically make you not able to move and absorbed bullets via energy. once your energy runs out, bone shield is down, u cant charge away, and less likely to be able to attack or stomp...
  • StreifenHirnchenStreifenHirnchen Join Date: 2009-06-01 Member: 67609Members
    OP - no more words req.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=2022382:date=Nov 13 2012, 03:20 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Nov 13 2012, 03:20 PM) <a href="index.php?act=findpost&pid=2022382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Zek its not a hard counter.
    and tech is right, no one thing should be without a role or be the obvious choice.
    imagine exos without their obvious drawbacks?

    This was all covered in the high level design doc from charlie. "no one weapon or life form should be better than another" trade offs, variation, soft counters, roles - all encourage proper soft RPS mechanics and a varying game that requires coordination instead of mass life forms or the obvious choice. (hello 6 min onos)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Locational damage wouldn't change anything about that, it just creates more black/white engagements that are either hopeless for the marines(not fun) or hopeless for the Onos(not fun) depending entirely on what room the fight happens to be in. It creates silly behavior like the Onos strafing/backpedaling all over the place and spinning to face every marine. It's not a factor you can strategize around in advance, so it doesn't affect lifeform variety at all, it just changes how the engagements play out.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I've wanted this as a mechanic for NS since NS1. I was pretty disappointed that no locational damage made it into the alien gameplay mechanics in NS2 to be honest.
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