Exosuit Jets.
Armymonger
The spacebearing Country of America Join Date: 2014-04-04 Member: 195135Members
So one of my Really favorite ways to play as a marine is in a Exosuit, I mean...Who doesn't love the Twin vulcans? (Aside from you Aliens...:P)
But One of the strangest functions on the Exosuit is not its Fist...
Its the Jets!
I honestly Have NO use for these pint sized boosters on the Exosuit, At most I can use them to traverse the map at a slightly faster rate than WALKING...
But I prefer to walk because it allows me to respond faster to a sudden alien out of nowhere to spool up my twin barrels and rip them a new one, Precious seconds can mean a kill.
In addition, Why would you even use the Jets on an Exo to Go UP????
The amount of Power and time it takes to Get over a Short Arm rail is So terrible that I don't even WANT to try Jumping over. And there are Usually Guardrails or BOXES much higher so it either takes double the time to Jet over or POINTLESS all together.
I can only see people Using the Jets to Avoid a Skulk Biting your Knees.... but like I said, The amount of Power and the abysmal Height Is still in range of a Skulk, and TO ADD INSULT TO INJURY... the Exo instantly Drops once the jets burn out, So all that time Trying to buy some wiggle room was a waste anyway.
Is there Some kind of Ground pound like the Onos Do to Marines when the Exo Drops from a Full jet height that Stuns Aliens or Crushes them?
But One of the strangest functions on the Exosuit is not its Fist...
Its the Jets!
I honestly Have NO use for these pint sized boosters on the Exosuit, At most I can use them to traverse the map at a slightly faster rate than WALKING...
But I prefer to walk because it allows me to respond faster to a sudden alien out of nowhere to spool up my twin barrels and rip them a new one, Precious seconds can mean a kill.
In addition, Why would you even use the Jets on an Exo to Go UP????
The amount of Power and time it takes to Get over a Short Arm rail is So terrible that I don't even WANT to try Jumping over. And there are Usually Guardrails or BOXES much higher so it either takes double the time to Jet over or POINTLESS all together.
I can only see people Using the Jets to Avoid a Skulk Biting your Knees.... but like I said, The amount of Power and the abysmal Height Is still in range of a Skulk, and TO ADD INSULT TO INJURY... the Exo instantly Drops once the jets burn out, So all that time Trying to buy some wiggle room was a waste anyway.
Is there Some kind of Ground pound like the Onos Do to Marines when the Exo Drops from a Full jet height that Stuns Aliens or Crushes them?
Comments
But that wasn't what I was questioning, Onos have that ability where they can Slam the Ground and It makes All Rines Around it Fall on the floor. Does Falling at full jet height in an Exo do the same thing?
But it was determined at that time that it felt like it was GG when Exos came out, so it It added so they were relegated to travel usage only and they lose 75% of their top speed while firing.
edit:
Fun thread to catch up on:
http://forums.unknownworlds.com/discussion/134335/making-exos-viable-again
By yeah since the ridiculous nerf I barely play exos anymore, much higher survivability with jp/shotgun
And yes, I still hate the Exos (fps eating weld me bastards) -> <3HA4EVER
I want one of these to lift exos onto structures
Or use it to study dead onii.
Definitely a bit random, but.... trojan onos?
It kinda surprises me that one Nerf completely turned the exo into a Decent Onos counter into something like an Old man needing support. Great at a long distance but Without Backup, its a dead Exo.
The Modular Exo mod seems Really awesome though, I might try it.
Exo's could never dance with oni as you mention. They just had enough firepower to even make an onos think again about poking his head out. A regular marine always had more maneuverability than an exo.
Modular exo is pretty great though. One can have a pretty fast exo, or an armored exo. It is up to them.
I wouldn't outright blame Exo mobility.
Their armor was too high
the DPS was far too high for structures with dualies
Multiple MACs could not only weld a singular Exo, but also themselves
MACs absorbed damage / got in the way of attacks
thrusters had very little cool down
Onos were paper
skulk movement wasn't great
welding values may have been too high
Bile bomb dmgs were too low
GL spam did higher dmg to players, and higher splash radius, as teammates spammed exo feet
Basically, a kneejerk reaction occurred after this history and now we are on the other side of the issue.
the DPS was far too high for structures with dualies Was nerfed
Multiple MACs could not only weld a singular Exo, but also themselves Was nerfed
MACs absorbed damage / got in the way of attacks
thrusters had very little cool down Was nerfed
Onos were paper Was raised
skulk movement wasn't great Is better now
welding values may have been too high Players or macs? I don't remember this change.
Bile bomb dmgs were too low
I think exos are a perfect example of how hard a complex game like ns2 is to balance. There are so many moving parts, you change 5 of them, and 2 more get broken.
As they are now, They don't really fulfill the role as a Onos counter as being two huge type units go head to head and being equal in combat.
Onos can "Seemingly" to me, be able to operate solo against a couple of marines,If an Onos Runs into two or 3 it can stomp all of them and still have enough health to be combat effective.
While if you put the Exo in the same situation, The exo might be able to Knock out those three aliens, But not without taking Severe Damage
forcing the Exo to back off and Repair, or find a competent Squad member to repair him.
They just Suck Solo, Which forces them to be More of an Artillery Infantry supporter Rather than Armor to Scare off aliens.
In my eyes,
When you See an Onos, And you are Alone, You don't Shoot, You RUN, You can't Kill it alone, You will ALWAYS be Stomped.
Doesn't work with an Exo, Skulks don't Run from an Exo, They Freaking Charge it.
Why?
If an Onos encounters three good rines and doesn't have stomp (what is more likely than the other way round), it might die as well very fast. And it definitely has to retreat and heal.
And skulks charge because they cost nothing. A lone Exo can't heal, so every damage you deal before you die will aid the next alien wave that attacks the Exo. Normaly it is enough to parasite the Exo, that will lure enough aliens to him to defeat it. It was the same in NS1. A lone HA had a big problem, he couldn't repair himself and there were no lmg-grunts between him and an Onos. -> teamplay. Without devour and being weaker as the ns2 Onos, he also needs teammates to stay alive (or aura and a bucket of luck). I don't see a problem here.
I will never fully engage more than 3 marines by myself as onos, its just suicide (unless they have no weapon ups)
An exo with even lower armor than it already has would not be very useful for the speed it would get.
Yes... Not what I was getting at though
With an Exo, you absolutely have to engage and kill the target in order to be sure of getting away. You're just too slow to outrun them. Even gorges can at least keep up with an exo. So while an Onos charges in, gores some stuff and then retreats, an Exo simply has to stand his ground and fight to the death most often.
I'm not complaining about the play style difference, I think that's what Exos are meant to be, and meant to do. I am complaining about their ability to do so effectively.
So yeah, I don't think anyone here is disagreeing that Exos need a buff, I just wanted to point out that comparing Exos to Onos in engagements is fundamentally different.
Calego all of a sudden it now becomes "How do we buff the Exo to be more effective, without changing anything Directly tied to mobility, Firepower or Armor..." That's the running question on exo changes ain't it?
And I just realized that we Derailed the thread from Conversing on the Befuddled Exo jets to exos entirely.
Is that bad?
And that role for the exo you just described was damaged when they became harder to weld effectively.
Reduce their speed a little, add a bit more health, and allow marines to weld exos faster. If you think they become op, maybe increase res cost.
I only found exo useful to stand in a very tight corridor or to defend ARC's from the side, which are VERY rare scenarios. For everything else its easier and cheaper to just buy JP and shotty or GL and you can basically take a hive down alone.
If you buff Exos again, the Onos should get Charge back as standard ability. Its made of Paper already... Exos and Onos die a lot, make both stronger or let them how they are. Oh boy, changing Exos will cause at least 10 builds to balance everything else around it. I don't want to go back to that approach.
I think I would use Exos more often if I could actually hit sth in close combat. But the attacks eat away my fps like candy and hitting gets reduced to pure luck and learned spray patterns. How do you guys with fast PCs experience the close combat? To get back to the OP: I use the jets from time to time in close combat. It doesn't really give me an advantage, but rines can shoot the skulks at my feet better that way. At least I am willing to think that.
Unless you are an onos running directly to the exo down a long hallway (bad idea), onos always beat exo in 1v1.