Fade/Onos Conceptual Mismatch

IvyIvy Join Date: 2012-11-19 Member: 172502Members
<div class="IPBDescription">Something that's bothered me since launch</div>Hi! I haven't made a topic here before. I'm a player who was new to Natural Selection as a concept when NS2 came out. I had some vague knowledge of the first game, but this was my real introduction to it.

What drew me to the game was the team-based gameplay and the cool aliens vs marines concept. I'm usually up for a good battle of humanity against the unknowable alien aggressor. Zerg? Awesome. Tyranids? Sign me up. Natural Selection 2 and the Kharaa make me happy in the same way. Team-based battles of the frontiersmen (where are the women from the concept art, guys) and the Kharaa are super entertaining and atmospheric from either side and I enjoy them thoroughly.

There's one thing that bothers me, though: the Fade and the Onos, mostly the latter. There's something about them that clashes with the whole setting. The fact is, while my conceptual headspace of "aliens" allows for (and encourages) them to be really tough, it doesn't really include coming in, killing a marine or two and then running away, using their large hp pools to absorb bullets the entire way. This really breaks the immersion for me; it just feels wrong and takes me out of the game.

I don't think I'm the only one who feels this way, either. The Onos doesn't intuitively feel like you should be running away at the drop of a hat, and the most common newbie Onos mistake is to overcommit and end up dying as a result. The Fade is not quite as bad, but often does the same thing - kills one marine, then books it with Blink, absorbing bullets the whole way.

Anyway! This has been bothering me for a while and I wanted to share it. If you don't feel the same way, that's good too! But it's something that feels really weird to me and detracts from the experience a bit. I do think the game would be better if a way could be found to change this bullet sponge behaviour!

Thank-you for reading!

Comments

  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited December 2012
    You're probably not finding the big pushes vs exo squads or into marine bases where you get everyone coordinated at once to attack. At that point, it's difficult to retreat because you could be the only one retreating but that could mean the difference between a successful push or defend.

    I personally hate the Onos. To me its just a terrible lifeform that only serves to bore me. I know some people like it but for its cost, it's simply too efficient when a good player is piloting it imo, that may sound retarded but a good player piloting an exo is vulnerable even with a squad of marines around him whereas even a single Onos is very rarely vulnerable, only jetpackers can kill one and that's if he's already injured. Too much health, too much speed, too easy to kill, too easy to acquire (tres eggs mainly). Wouldn't mind so much if Dual miniguns could be bought with tres, ARCs had slightly increased range or bile bomb had slightly less range.

    Fade on the other hand is a class that I adore. I don't mind the "run back to heal", that's how a fade should work in some way, hit and run tactics but I get NS1 fade players will disagree but I don't care about NS1 at this point.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    The fade has no health pool to speak of, so I'm not so sure about that.

    The Onos does seem very unintuitive and "iffy" at the moment. I would expect it to be bigger and slower, but less susceptible to damage. An ability called bone shield was planned, which was, I assume, intended to accomplish just that. No word on that yet, but we can only hope.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    This is an issue with the Onos' Bone Shield. The Onos is supposed (and still planned) to have the bony parts of his body be all but immune to bullet damage, allowing him to play as a slow tank that draws enemy fire but can't run away. Since Bone Shield isn't working, he's been buffed up to murdersaurus so he stays relevant.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    edited December 2012
    Onos can kill structures and break sieges or turtles and have a large health pool, fades can be anywhere on the map they choose to be and need to worry about getting away if they get shot at due to a low health pool. The role of the onos is to take damage up front so the rest of his team can focus on healing him or not having to take damage (lerks and fades especially, which cannot attack into defensive positions without dying). The role of the fade is to pick off targets when opportunity arises, like an assassin, and staying away from taking damage as much as possible and trying your best to not die. The fade does as it should, but the onos doesn't have to run away if you pick team fights correctly. If you just stick to picking off small packs of marines that are no danger to you and participate in team fights you will end up having to attack structures more than there are enough marines around to kill you because the rest of your team is there to mop them up before you are in any real danger. Most of the time if you find yourself running away, it's because you spent your time chasing a large pack of marines and probably didn't manage to get anything done at all. The Onos is not a harassing unit, leave that to fades and lerks.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    I would prefer it if they were harder to kill but paved the way for other aliens to deal damage rather than slaughtering everything in sight and doing what other classes do but better in frontal assaults. Like someone said, bone shield sounds good, if anyone remembers Tower Guards from BFME1 they function in a similar way. Shield wall reduced damage by 90%? but moved 75% slower but dealt big damage so they were juggernauts vs infantry/cavalry/archers without siege or monster attacks.

    A game like this is exceptionally difficult to balance so this idea could be devastating to the game.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Personally I'd prefer it if the Onos were more of a disruptor than a killer: Much more health, and large amount of knock-back on hit (NS1 style). He'd be less effective at soloing marines, but a clever Onos could knock them off ledges and into corners where their team mates are waiting.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    solution, slow onos down normal move wise, make charge take a ton of energy, add bone shield to front and front parts of side

    buff fade hp/armor a bit and add metabolize or acid rocket instead of vortex

    game instantly more fun and much more balanced (and onos more fun to play and play against)
  • SaltSalt Join Date: 2012-11-21 Member: 172766Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Onos vs marinewise, i think currently it's a bit lacking, Like others said, make it slower but more buff on the front.
    This however has a downside to it where marines with jetpacks will continue to both outrun you, and do damage to you from the top (which does not have armor plating)
    That puts a 10 T/Pres invesment into the best weapon against an onos with little counter.

    What i do want onos to do in the future is be a real bad ass siege unit. Something that just wrecks ######. Harder than it does now.
    Perhaps slower, But a lot less of an Anti-marine unit as it is currently pushing to be.

    Some changes i would propose is,

    *Remove stomp, replace it with an ability that lets you buff team-mates, like a roar. this will make other units fade/lerks stay around you as they defend you from marines with jetpacks or ones that try to walk around.
    *Make him twice as slow as he is now but twice as strong on the front / sides Leave top and back exposed.
    *Remove charge, and replace it with a charge up bar that allows you to deal really hard hits to buildings with the next attack. Tripple if not quadrupple the damage output.
    Make it so the charge up bar can only get off two hits before the energy runs out.

    This makes both team pushes for aliens a lot more viable.
    If the onos decides to ransack a structure in half (lets take a powernode) he'll expose his back, Which allows marines to target him better.
    Less running away, and more of a charge in and wreck stuff unit.

    The fade is and has allways been developed as an assassin unit in NS2, in NS1 it was more of a footsoldier, an upgrade from the skulk.
    The only revisit i'd make with fade is the use of vortex. Make it not cost energy if it does not summon one, and have it's function more defined.
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    edited December 2012
    Real animals hit and run all the time when they fight and usually engage in quite complicated dances of death. It makes sense immersion-wise that these Aliens would run with that meme in a more sci-fi way.
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    Problem is these aliens are being pioleted by people.... Go play combat where people don't worry about dieing as an onos...
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited December 2012
    Onos that can't run or disengage = boring. Evolve onos, run in kill as many marines as you can and then die? Kinda meh if you ask me. You're basically taking away the only 'skill-based' system with a melee lifeform that is otherwise already pretty devoid of skill (it even automatically chooses what attack to use for you...), all in the name of immersion. Immersion is hardly ever a good starting point because it's incredibly subjective, and by intention doesn't consider <b>gameplay</b>.

    If you are still looking for an immersive solution, the answer is in mindset. Gun's shoot sharp metal pieces at high speeds that are designed to hurt. That might possibly be immersive enough reason for onoses to run away. Or nanites.

    I used to think boneshield reducing damage and all of that would work, but after alot more thinking, i don't think its a good solution. A mechanic that relies entirely on where your model is facing or orientated in a game that has considerable animation lag is probably not a good idea. Bone shield would most likely have some kind of mouselook modifier as well to prevent view snapping or 360 whirlwind boneshielding, which is pretty close to the purest evil i can think of. Mouselook modifying that is. Charge is terrible to use on a number of different levels as a result of it.

    And then there are the gameplay/player scaling problems with balancing onos around it being unable to disengage which i don't want to TL;DR.

    As for fade, they're kinda supposed to hit and get out, which is communicated from the way blink has been implemented all the way down to awkward walking animations.
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited December 2012
    Everything about Onos' is pretty boring, from both sides. Playing as a camo stomp onos is probably one of the saddest things I've ever seen in a game :/

    They're just out of place
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited December 2012
    The Fade is 100% designed to be a hit-and-run lifeform so I don't see any issue with that playstyle, balance issues aside.

    I understand what you're saying about the Onos though - thinking about an alien like that in popular fiction you might expect them to charge head on and fight until they're killed. The fact that they have to played as a hit-and-run class instead is a natural consequence of how expensive they are, you can't throw away a lifeform like that on a single attack. The only way to change that would be to completely revamp how they work, like make them cheaper and more powerful but with a limited lifespan(i.e. the Tank in L4D). No idea if that would be a good idea or not.
  • IvyIvy Join Date: 2012-11-19 Member: 172502Members
    <!--quoteo(post=2040376:date=Dec 5 2012, 08:36 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Dec 5 2012, 08:36 AM) <a href="index.php?act=findpost&pid=2040376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Fade is 100% designed to be a hit-and-run lifeform so I don't see any issue with that playstyle, balance issues aside.

    I understand what you're saying about the Onos though - thinking about an alien like that in popular fiction you might expect them to charge head on and fight until they're killed. The fact that they have to played as a hit-and-run class instead is a natural consequence of how expensive they are, you can't throw away a lifeform like that on a single attack. The only way to change that would be to completely revamp how they work, like make them cheaper and more powerful but with a limited lifespan(i.e. the Tank in L4D). No idea if that would be a good idea or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Right! It's not that they'd fight until they're killed, but once they were in a fight they'd be committed. If you imagine it in a story, once they were in they'd probably either kill everyone or the survivors would retreat. The thing itself wouldn't be running away as it got filled with bullets, escaping only because of its immense health pool; or perhaps you can imagine it limping away, grievously injured.

    I deliberately avoided speculating on a method of changing them to address that issue because if it were addressed, I wouldn't really mind how it was done.

    I understand the Fade is a hit and run lifeform, but I do feel like it has a dash of the same thing. Often it feels like it Blinks away, absorbing bullets the whole time it does so. I guess it feels a bit... low on finesse? Again, it doesn't feel like it's hitting and running using subtlety, as a Skulk or even Lurk might, but that it's doing it using its hp pool to tank the shots while it gets away, albeit faster.

    Re: immersion vs gameplay, I'm not really sure that's a big issue. The gameplay for the Onos especially is, well, a bit one-dimensional at the moment, the major decision point being how much to commit. I don't think making the Onos unable to retreat without any other changes would be a workable solution.

    Thank-you for your heartfelt comments, everyone!
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Fade is ludicrously weak at the moment, and Onos is the only thing that lets aliens win games most of the time. Unless the marines are just really bad.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=2040300:date=Dec 5 2012, 05:14 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Dec 5 2012, 05:14 AM) <a href="index.php?act=findpost&pid=2040300"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I'd prefer it if the Onos were more of a disruptor than a killer: Much more health, and large amount of knock-back on hit (NS1 style). He'd be less effective at soloing marines, but a clever Onos could knock them off ledges and into corners where their team mates are waiting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    so then what WOULD be the attacker class, since just about every other class is trash after 8 or so minutes.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited December 2012
    The Fade is fun until marines get upgrades, in which case their bull**** passive bonuses just ruin it completely. The Fade goes from picking marines off individually to having to blink in, injure a marine, and then escape in half a second before a single shotgun blast sends you straight to hell. Then the marine eats a medkit and goes off to kill your hive while your Fade stands around a ludicrously useless Crag doing nothing because he doesn't have Metabolize because this game sucks.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    edited December 2012
    Well one crag is *inifinatly* better than no crag (do the math) ... but yeah, poor fade, how about he only takes 80% damage in blink/step phase?

    Edit: Onos is best with another onos, even better with 2 more, etc etc, I think there has been a thread about the 'onos roll' we see from a stock piling of onos. They just avoid the exos and base plunder so much more effectivley, about the only thing 'wrong' I can see with onos is the pressure placed upon the first onos unit. No one expects (except the nub marine inside it) the first exo out the door to survive to the end of the game.
  • NetherbyNetherby Join Date: 2012-12-05 Member: 174292Members
    Well my feeling is that the Onos is just able to escape far too easily..

    Marine Exo Suit is super slow moving and requires support or even a group of Skulks can take it down. I wouldn't say there is a great deal of skill in using an Exo either, its the supporting players that need to be skilful. If the commander uses the recall ability basically any Exos out of a base are just waiting to die.

    On the other hand a lone Onos can just go around doing what it wants and easily escape if it gets into any trouble.

    In terms of game play as an alien, its like you have a whole bunch of evolutions and all of them basically do the same thing: Hit and run. Your most expensive tanky unit is just the best at hitting and running.

    From the marine perspective the only way to really deal with an Onos is jet packs, Exos are easily killed by an Onos hit and run. Which is fine until the Alien team just reaches a critical mass of Onos, where some are always hitting while others are running.

    It just doesn't seem very fun for either side..
  • LilbitHeartlessLilbitHeartless Join Date: 2012-11-19 Member: 172517Members
    I think it's important to play both sides to get a good look at whats going on in these situations. For one thing, when you 'buy' something as an alien, and lose it, that's it, that res is gone. If you spend 25 res on a lerk and get killed, you don't get to run around in the field figuring there is a good chance you'll just pick up another when a fellow alien dies. Plus the fact that lerk end game isn't the most amazing thing, it's not a game ender (generally). So when it comes down to the 75 res it takes to go onos it's a pretty big thing, if you die at that point, that is such a huge amount of res. I rarely hear marines complain about exos dieing the way aliens complain about onos dieing.

    Basically long story short, it's a huge deal and feels really lame, to lose an onos. I have a feeling onos would act more like one would expect if it didn't mean risking 75 res. I'm not saying it should cost less, just saying don't expect aliens that have been saving to 75 res to not act a little bit like a wussy.
  • NetherbyNetherby Join Date: 2012-12-05 Member: 174292Members
    That sounds more like you're only considering the aliens side Lilbit..

    It's actually much worse for Marines to lose an Exo, because unlike the Onos, the Marine commander cannot give their team Dual Exos, only the cheaper Claw Exo. More over there isn't any way for a Marine to avoid losing their Exo, it can't run away, all it can do is stand its ground and try to kill what ever is attacking it.

    Marines don't complain because they know Exos can't get away. Aliens complain about Onos dying because only a nub fails to get their Onos out of trouble!

    I'm not really sure that comparing Onos to Exo is even really valid. Besides costing the same Res, they have completely different roles and uses.
  • HotelEroticaHotelErotica Join Date: 2004-07-14 Member: 29919Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=2040947:date=Dec 6 2012, 04:03 AM:name=Netherby)--><div class='quotetop'>QUOTE (Netherby @ Dec 6 2012, 04:03 AM) <a href="index.php?act=findpost&pid=2040947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That sounds more like you're only considering the aliens side Lilbit..

    It's actually much worse for Marines to lose an Exo, because unlike the Onos, the Marine commander cannot give their team Dual Exos, only the cheaper Claw Exo. More over there isn't any way for a Marine to avoid losing their Exo, it can't run away, all it can do is stand its ground and try to kill what ever is attacking it.

    Marines don't complain because they know Exos can't get away. Aliens complain about Onos dying because only a nub fails to get their Onos out of trouble!

    I'm not really sure that comparing Onos to Exo is even really valid. Besides costing the same Res, they have completely different roles and uses.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Most marines place there exo in horrid conditions and end up losing it, exos destroy oni if they stick to areas that give them an advantage. If your standing at a loopy areas where an onos can get on you before your guns spin up your dead, place yourself in a long hallway and you'll kill any oni that trys to come running down at you. Basically what it comes down to is dont view and exo as a pusher, they are much better at defense or support ( aka behind a big group of marines )
  • LilbitHeartlessLilbitHeartless Join Date: 2012-11-19 Member: 172517Members
    <!--quoteo(post=2040947:date=Dec 6 2012, 04:03 AM:name=Netherby)--><div class='quotetop'>QUOTE (Netherby @ Dec 6 2012, 04:03 AM) <a href="index.php?act=findpost&pid=2040947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That sounds more like you're only considering the aliens side Lilbit..<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm more refering to games that aliens don't have 3 hives, before they can drop tres onos, cause at that point I figure they have usually won, I more mean what happens before that point.

    As far as comparing exos and onos I agree, they aren't that similar, I'd try a better comparison but the only other item marines drop and lose the same way as aliens lose their lifeforms is a jet pack, which costs 10 res. I love the asymmetry in this game but it makes comparisons silly at times. Plus exos being ranged, it makes the whole running away scenario a lot different, an onos has to run into the middle of a base to get a CC or right up to a marine to kill him, which often times is surrounded by other marines. Exos usually shoot from doorways, them running away is backing up around the corner they are next to.

    I really just was trying to say that on aliens you have to horde your resources differently, if you want something that costs 75 res. When I'm on marines I rarely even think about saving for an exo, for one because I feel pretty strong without spending 50 or 75 res on something, but since I usually can just grab shotties and welders off the ground, I can end up with enough res for an exo without my gameplay being effected much. I don't feel like I made a huge sacrifice to get it. As an alien I can be a skulk... then a skulk some more... oh and maybe if I'm lucky a fade will die near me.. and I'll still be a skulk, on a team that just lost a 50 res 'item' and can't just pick it back up, and then go onos. After skulking it up a whole game, you don't really wanna become an onos then die and go straight back to being a skulk.

    But I might see it as more extreme, I avoid going onos because I hate the idea of losing 75 res like that, and the fact that I love diving into battle and not running away the second I get kind of low. It's the same for me on marines, I am much happier getting 10 res jetpacks, even with an lmg it's still pretty strong.

    And yes indeed I was mostly considering aliens side, I've played both sides and as a marine I certainly hate when an onos runs in, causes havoc, runs out. Onos runs in, marines beacon, onos is gone before it even goes off. Onos runs in, kills two marines, runs away. I think the main hope people have is to make other lifeforms more viable. So aliens don't depend on the onos so much.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2040259:date=Dec 5 2012, 06:24 AM:name=Ivy)--><div class='quotetop'>QUOTE (Ivy @ Dec 5 2012, 06:24 AM) <a href="index.php?act=findpost&pid=2040259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Fade is not quite as bad, but often does the same thing - kills one marine, then books it with Blink, absorbing bullets the whole way.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is totally true: fade needs a health nerf.
  • grazrgrazr Join Date: 2012-10-12 Member: 162195Members
    edited December 2012
    <!--quoteo(post=2040881:date=Dec 6 2012, 10:10 AM:name=LilbitHeartless)--><div class='quotetop'>QUOTE (LilbitHeartless @ Dec 6 2012, 10:10 AM) <a href="index.php?act=findpost&pid=2040881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it's important to play both sides to get a good look at whats going on in these situations. For one thing, when you 'buy' something as an alien, and lose it, that's it, that res is gone. If you spend 25 res on a lerk and get killed, you don't get to run around in the field figuring there is a good chance you'll just pick up another when a fellow alien dies. Plus the fact that lerk end game isn't the most amazing thing, it's not a game ender (generally). So when it comes down to the 75 res it takes to go onos it's a pretty big thing, if you die at that point, that is such a huge amount of res. I rarely hear marines complain about exos dieing the way aliens complain about onos dieing.

    Basically long story short, it's a huge deal and feels really lame, to lose an onos. I have a feeling onos would act more like one would expect if it didn't mean risking 75 res. I'm not saying it should cost less, just saying don't expect aliens that have been saving to 75 res to not act a little bit like a wussy.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Usually by the time an onos dies he's racked up enough pres to immediately go fade or onos again. Losing an onos is only a big deal when it's the first one or two when the alien has spent most of the time saving up by playing skulk for 5 minutes.

    Exos take ###### ages to hit the field and even then if you exo rush they have ###### all armour until you research all three which is expensive and also takes time. Onos only requires a second hive, exos take a second cc, 40 tres protolab and exos research and then dual gun research too, plus 75 more tres for the armour (granted onos carapice takes some tres too). Thank god the CC was reduced from 20 to 15.

    Recent changes prevent players picking up their weapons so often as the drop timer was drastically reduced, if i drop a weapon in cafe and spawn in terminal, i'll be lucky to get that weapon back and to add insult to injury none of the marine weapons are really upgrades, they're all side grades, yet cost 20-25 res. LMG actually has a higher DPS than the shotgun yet it's free and shotgun costs all your initial pres. Plus spending 25 pres on a weapon doesn't actually make you any harder to kill like evolving a life form grants you superior armour. I'm fine with the asymmetry of the armour, but buying a new weapon isn't the go to to being a more powerful marine.

    Nobody complains about losing an exos the same way aliens complain about losing an onos because losing an exos usually spells GG and every F4's, losing an onos has nowhere near the same impact for aliens.
  • rebirthrebirth Join Date: 2007-09-23 Member: 62416Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Bring Redemption back? Sounds like Redemption Onos is exactly what we are looking for here.
    But i guess Redemption is on the list of features from NS1 that nobody ever liked, like Devour or Webs...
Sign In or Register to comment.