Exo/Switch Axe Idea

KleonyKleony Join Date: 2013-03-24 Member: 184354Members
This probably has already been said, but I will just go ahead and say it.

The Switch Axe is fairly a good melee tool against the Skulks. I've killed several of them with it, and some of those were actually good players. Most ( Smart ) people use it against buildings etc to conserve ammo. To make the Axe a more used weapon, we should be able to throw it.

Simple, but effective.

A few ideas on this.

*If stuck with the Axe, then you will move at a slower pace for X amount of time.

*Axe could cause a slow fatal bleeding if not healed, they would die.


The Exo. Already a deadly tool that the Marines have on their side to use. You have a fist and minigun, fist and railgun, dual miniguns, but what about having a fist and flamer? Some might say this be a waste because you can just buy a flamer for 25, but it seems like a cool idea to me.


Thanks for reading.

Comments

  • sHawke_NativesHawke_Native Join Date: 2012-12-20 Member: 175650Members
    i dont like the idea of an exo with flamethrower infinite fire?hell no! imagine that on the alien side? many new weapon ideas people only consider the marine side, what about the aliens that have all of their cysts and buildings killed in a couple seconds? that will make them either rage quit or concede as soon as the notice that fist flamer exo, the throwable ax is a good idea but have it be an upgrade researchable for like 2 tres and maybe have an ax damage upgrade for like 5 tres to research it, maybe not idc, anyway i say no flamer exo EVER, it will be super annoying and almost OP imo
  • KleonyKleony Join Date: 2013-03-24 Member: 184354Members
    i dont like the idea of an exo with flamethrower infinite fire?hell no! imagine that on the alien side? many new weapon ideas people only consider the marine side, what about the aliens that have all of their cysts and buildings killed in a couple seconds? that will make them either rage quit or concede as soon as the notice that fist flamer exo, the throwable ax is a good idea but have it be an upgrade researchable for like 2 tres and maybe have an ax damage upgrade for like 5 tres to research it, maybe not idc, anyway i say no flamer exo EVER, it will be super annoying and almost OP imo

    A very short range for it? My idea for the flamer on the Exo was mainly for support in clearing alien buildings, not really as a offensive killing machine, but I see your points. It probably would be a nightmare for the aliens.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    Anything that adversely effects the player's movement is bad. No to the throwing axe idea.

    I'm fine with the exo/FT since it's a trade-off to be more support.
  • KleonyKleony Join Date: 2013-03-24 Member: 184354Members
    Anything that adversely effects the player's movement is bad. No to the throwing axe idea.

    I'm fine with the exo/FT since it's a trade-off to be more support.

    Instead of player movement than, how about something like a blood trail to follow? A sorta tag. Skulks can tag marines, so why cant we tag them?
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    I don't like the throwing axe idea. Throwing weapons are usually over-glorified in movies and games, being portrayed as on shot miracle weapons, but the fact is that as far as knives/hatchets as last resort weapons go, a soldier/hunter would be hesitant to throw them - because you miss easily and then you are left defenseless, and thrown axe does minimal damage to large animals and such. It certainly does not fit the theme of futuristic weaponry and space exploration.

    Flamer exo - I thought that a short-ranged flamer/welder combo for one hand would be cool before... when exos were still rather weak, but now when they were buffed by auto-welding macs, I don't thing they need more buffs. Too pity we won't see a dual fist exo, them vs. onos would be hilarious.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Upgrading the damage of the axe by a significant margin would be baaaaad, fades going in against 2 marines could potentially get owned without shotties even coming into play.

    However I love the idea of throwing the axe with alt fire, would be awesome if it did more damage when thrown, or was chargeable to increase throwing speed/ damage.
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