Railgun useless

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Comments

  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    edited April 2013
    Desther wrote: »
    MMZ_Torak wrote: »
    If you are alone, I dare you see idiotic Fades and Skulks, who don´t move so well, that even if you are good at predicting or tracking, you are dead.

    Why are you alone? You shouldn't be alone. If you find yourself alone as an Exo, the aliens did something right or you did something wrong.

    Marines get stretched very thin in lategame if they hold 3 locations and you'll have trouble finding an escort between bases. Beacon also.

    Then the Aliens have done something right...
  • yuckfooyuckfoo Join Date: 2012-11-08 Member: 168216Members
    an alien exploding due to railgun is quite possibly the best death animation ever
  • GeekavengerGeekavenger Join Date: 2012-08-31 Member: 157117Members, Reinforced - Shadow
    Zek wrote: »
    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.

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Zek wrote: »
    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.
  • FrizzlecatFrizzlecat Join Date: 2013-03-07 Member: 183752Members
    CrazyEddie wrote: »
    Wheeee wrote: »
    Will we have the option of mini+rail?

    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.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Zek wrote: »
    Zek wrote: »
    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. :)

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Squishpoke wrote: »
    Zek wrote: »
    Zek wrote: »
    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.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Zek wrote: »
    Squishpoke wrote: »
    Zek wrote: »
    Zek wrote: »
    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.

    You mean... less dakka?! Sacrilege!
  • LagLightLagLight Join Date: 2012-03-31 Member: 149708Members
    Tweadle wrote: »
    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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