I think the problem is that the dual exo already annihilates every life form, not just Onoses. The only real advantage that the railgun has is movement speed, which is nice, but it doesn't exactly make them mobile. I feel like maybe they should be cheaper, more fragile and earlier game tech to fill their own niche.
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
I think the problem is that the dual exo already annihilates every life form, not just Onoses. The only real advantage that the railgun has is movement speed, which is nice, but it doesn't exactly make them mobile. I feel like maybe they should be cheaper, more fragile and earlier game tech to fill their own niche.
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
It mainly just blows my mind that people have a hard time shooting skulks with a dualie. Dual miniguns instagib skulks just as easily, albeit at slightly shorter range, and are so much better at everything else. Killing skulks at your feet is a piece of cake if you don't panic. An exo that can't clear out skulks is a bad exo with any gun.
Yes. It costs 100 res and requires two marines to operate.
There's no reason why this game can't evolve into huge outdoor maps, where Marines could get tanks and multi-marine vehicles, and Aliens could get OMGfuckinghugetentimesbiggerthananonos classes to play.
I think the problem is that the dual exo already annihilates every life form, not just Onoses. The only real advantage that the railgun has is movement speed, which is nice, but it doesn't exactly make them mobile. I feel like maybe they should be cheaper, more fragile and earlier game tech to fill their own niche.
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
It mainly just blows my mind that people have a hard time shooting skulks with a dualie. Dual miniguns instagib skulks just as easily, albeit at slightly shorter range, and are so much better at everything else. Killing skulks at your feet is a piece of cake if you don't panic. An exo that can't clear out skulks is a bad exo with any gun.
My custom crosshair mod took out the exo aim assist HUD thing... so I'm left spraying bullets at my feet with smoke and tracer beams searing across my eyeballs.
At least the Railgun exo shows an outline even through obstruction.
I think the problem is that the dual exo already annihilates every life form, not just Onoses. The only real advantage that the railgun has is movement speed, which is nice, but it doesn't exactly make them mobile. I feel like maybe they should be cheaper, more fragile and earlier game tech to fill their own niche.
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
It mainly just blows my mind that people have a hard time shooting skulks with a dualie. Dual miniguns instagib skulks just as easily, albeit at slightly shorter range, and are so much better at everything else. Killing skulks at your feet is a piece of cake if you don't panic. An exo that can't clear out skulks is a bad exo with any gun.
My custom crosshair mod took out the exo aim assist HUD thing... so I'm left spraying bullets at my feet with smoke and tracer beams searing across my eyeballs.
At least the Railgun exo shows an outline even through obstruction.
The key is not to spray bullets. That doesn't do anything other than blind you. Look down, find the skulk, click on him and he'll die.
I think the problem is that the dual exo already annihilates every life form, not just Onoses. The only real advantage that the railgun has is movement speed, which is nice, but it doesn't exactly make them mobile. I feel like maybe they should be cheaper, more fragile and earlier game tech to fill their own niche.
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
It mainly just blows my mind that people have a hard time shooting skulks with a dualie. Dual miniguns instagib skulks just as easily, albeit at slightly shorter range, and are so much better at everything else. Killing skulks at your feet is a piece of cake if you don't panic. An exo that can't clear out skulks is a bad exo with any gun.
My custom crosshair mod took out the exo aim assist HUD thing... so I'm left spraying bullets at my feet with smoke and tracer beams searing across my eyeballs.
At least the Railgun exo shows an outline even through obstruction.
The key is not to spray bullets. That doesn't do anything other than blind you. Look down, find the skulk, click on him and he'll die.
It's weirdly cheesy. Getting one shot from range is immensely frustrating, especially as a lifeform, and getting owned by onos is also frustrating. It just doesn't feel fair - ever. I'm not saying it's not balanced, just that it makes encounters really random and hard to predict. I either feel like I have far too much control over a situation or absolutely none. Throwing just one railgun into the mix feels like flipping a coin, albeit a coin that does crazy different stuff depending on the owner of it.
I agree. Since they made the onos able to be heard from half the map away to warn marines, maybe something similar for exos/arcs? (why does the arc not have a moving sound???). Then at least you'd know you're about to turn the corner and get insta-gibbed (a terrible mechanic in any game imho).
I think the EXOs already have a loud mechanical walking noise if I am not mistaken. Also the Railgun has a very, very loud charging noise that is usually ample enough warning for me.
As for the ARCs, I think they have a hard enough time setting up in the first place already. Even if you manage to sneak some around the map, the footsteps of the Marine backup that have to watch the ARCs as they fire are already a large enough give away as it is.
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Then the Aliens have done something right...
I actually prefer to have a Rail Exo Backing up the Dual Exo(s). A good Rail Gunner can Instagib skulks at the feet of the dualies and while there are no skulks you can just shoot right through your allies and help kill the hive. So I think they can have a limited use once Dual Railguns come out. On an 8 Player Team I would do 2 Dualies, 1 Rail and 2 Welders, leaving 2 for base and flank defense. If you are going to do an Exo Push at all anyway.
It mainly just blows my mind that people have a hard time shooting skulks with a dualie. Dual miniguns instagib skulks just as easily, albeit at slightly shorter range, and are so much better at everything else. Killing skulks at your feet is a piece of cake if you don't panic. An exo that can't clear out skulks is a bad exo with any gun.
There's no reason why this game can't evolve into huge outdoor maps, where Marines could get tanks and multi-marine vehicles, and Aliens could get OMGfuckinghugetentimesbiggerthananonos classes to play.
My custom crosshair mod took out the exo aim assist HUD thing... so I'm left spraying bullets at my feet with smoke and tracer beams searing across my eyeballs.
At least the Railgun exo shows an outline even through obstruction.
The key is not to spray bullets. That doesn't do anything other than blind you. Look down, find the skulk, click on him and he'll die.
You mean... less dakka?! Sacrilege!
I think the EXOs already have a loud mechanical walking noise if I am not mistaken. Also the Railgun has a very, very loud charging noise that is usually ample enough warning for me.
As for the ARCs, I think they have a hard enough time setting up in the first place already. Even if you manage to sneak some around the map, the footsteps of the Marine backup that have to watch the ARCs as they fire are already a large enough give away as it is.