Exo Suit - I wanna get out!
hjduk
Join Date: 2005-03-03 Member: 43092Members, Constellation
Just now in a game as marines, being in an exop suit lost us the game ( ok technically we'd 'lost' by this point anyway - BUT... ) as I could not leave the suit in order to enter the commander's chair; I was the last marine standing, in our only base, our IPs were down and there was NO way for me to build any more, having been welded / trapped / neurologically fused into the EXO suit, forever - all i could do was wait, alone, with no hope of Commander support or re-enforcements. When the Onos(s) came round the corner it was curtains.
If I could have gotten out I potentially could have built new IPs and got everyone else on the team alive and playing again, the commander could have dropped more EXOs and we *might* have turned the tide.
Perhaps a "Exit Suit" could be done upon holding down 'e' for a few seconds (like destroying a Gorge-structure). This would stop accidents making you hit the ejector seat and leap out of the suit in the middle of a fight.
If you want to stop marines welding their own EXOs ( is there a reason for that? ) then have Power-Down and Power-Up phases that create a delay between getting out and in a suit to dissuade hot-swapping.
Maybe if suit commands get applied to the weapon keys ( 1-4) in the future, "exit suit" could be one of those.
If I could have gotten out I potentially could have built new IPs and got everyone else on the team alive and playing again, the commander could have dropped more EXOs and we *might* have turned the tide.
Perhaps a "Exit Suit" could be done upon holding down 'e' for a few seconds (like destroying a Gorge-structure). This would stop accidents making you hit the ejector seat and leap out of the suit in the middle of a fight.
If you want to stop marines welding their own EXOs ( is there a reason for that? ) then have Power-Down and Power-Up phases that create a delay between getting out and in a suit to dissuade hot-swapping.
Maybe if suit commands get applied to the weapon keys ( 1-4) in the future, "exit suit" could be one of those.
Comments
I can understand why one would be reluctant to give the Marines the ability to exit the Exo suit simply because of how fast the welder can repair. One could simply find a safe corner of the map, hop out, then start repairing away. However, I wonder if this is really such a bad thing? As far as I can tell this game is a very hectic struggle of time vs action. The more time you spend doing one action, the less time you have doing another. Couple that with a brief cool down animation (such as climbing into and out of the suit making you vulnerable to attack). Also, the suit becomes squishy when unmanned, making it very easy for a skulk mob to rush it. This could take away some of the "all or nothingness" of the game as far as tech paths go. If one gets an Exo and gets into a team fight that results in that exo suit taking heavy amounts of damage forcing the Exo user to back out to his base. Now the commander has a choice to make, call back the push to repair the Exo, regroup and push again. In this case you can get your Exo back out into the fight and continue pressure while maximizing the losses on the enemy team. or the Com could instruct the Exo user to eject, grab a shot gun, return to the front line and continue the push. Your pushing force is less now than if you had the Exo out on the field, however you gained sustained damage by not being FORCED out of the fight. As if to say you would be giving the com the choice between "Back out, heal, fight --vs--- back out, return to fight" Instead of the far more linear choice of "Back out, or loose the exo all together". In my newbie opinion, any time you are giving the Coms more decisions to make that are equally viable, you are not only adding to the depth of the game, but also helping to formulate a proper meta and not just "This is the dominant strat, who ever can execute this strat best will win"
Having no ability to get out, build, or be beaconed works rather fine.