That's why it should be comparable, otherwise exo will never stand a chance -> becomes useless -> people stop using it in favor of JP with SG (and they do, including myself). What's the point of having exo in the game then? Unlimited ammo? Like anyone gives a damn if you can't walk anywhere with it to even use that unlimited ammo. JP with shotty would do 10x as much damage and probably survive where with exo you MIGHT do damage, but most likely you'll just die and waste 80 res or how much is the dual exo? I actually forgot because i'm not even bothering with it except in Combat mode where you can repurchase it over and over again (though there it's even more crippled with stupid armor and weapon bugs).
Exo should have the same scare factor as onos, but being so fragile, it just doesn't. I'm rarely scared of them even with skulk. So, why should onos be scared?
I played a game yesterday where things on kodiak went kinda wrong. JPs were killed everywhere and the middle was alien territory. We lost Hangar a few times but kept it, but surface was a lost cause. Then we built two dual Exos and stuck together as team. We took Hydro and sieged Command Hive, because the Exos covered the JPs against Oni and Fades and they kept the gorges away. After that we killed the remaining lifeforms with some good beaconing and base trapping and just steamrolled Surface.
Aliens started with shade hive and the Exos would most likely die in the middle. Yes, no chance against super Fades. But in the small corridors in NE of the map, they worked like charm. Maybe jp/sg is overall more effective, but don't underestimate the firepower and psychological effect on the aliens. Just blindly shooting down the hallway kept the Oni away.
I used to say Onos to several Oni in ns1 times, but as I understand it now: The name comes from the greek language and Onos becomes Oni in plural, it is similar to Latin. That's why people drop the 's'.
Why do you ppl cal "Onos" the "Oni". You don't just drop the letter "s"...
I just Call them Oni because its Faster in Chat (I have no Mic) and from my Japanese Heritage, It means "Demon, Devils, Ogre, or Trolls" in their Respective variations.
What better way to call a 20 ton Freak of kharra nature than an Oni?
I think the Exo should be more supportive of its squadmates since it can't do anything alone. Just being a back of the line Artillery walker isn't good enough for the 60 res dual Gat walker. Its Fragile construction and tendencies to be ROFL stomped by an Onos just plainly makes buying one Risky. That, and the fact that a Jetpack with anything is obviously cheaper,and more combat effective.
I don't know...Maybe the Exos should be a walking Ammo dump, Emitting a short Nano field that Refills Soldier Ammo when ever they get close, while also having another Nano field that Boosts Surrounding Marine Armor by 10-20? I can see more support out of that, While Also giving incentive to weld up Exos...
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
I remember a post by someone suggesting that the Exo's have the ability to restore ammo and/or health or mobile armory or whatever to nearby marines. This both make it a Support role, which is sort of it now, but can give real value to an exo and encourage it and a pack of marines to stick together one another and push out. Afterall isn't that always been the TSF's play style versus the Alien's independent play style?
Or there could be several configurations of exos, perhaps a graveywell / energy sap / slow field (not too drastically, maybe like 10%) in order to discourage aliens from getting near? This might help the exo to defend itself against multiple skulks and allow it to passively protect a pack of marines? This "sort of" gives the exo maneuverability by de-buffing opponents. Alien comm can help bring the speed back to 100% normal with enzyme, but it's a commitment of tres.
Again I forget who suggested it, but it's an interesting way to look at making exos more viable and effective regardless of whos piloting it.
Do you feel like covering Exo's in your videos? I'd love to see your way of using them or attacking them. I've learned a lot from your tutorials for skulks, though some are still puzzling me (like getting instakilled when attacking exos, but can't hit damn aliens under my feet when i'm inside the exo). And stuff like that.
I remember a post by someone suggesting that the Exo's have the ability to restore ammo and/or health or mobile armory or whatever to nearby marines. This both make it a Support role, which is sort of it now, but can give real value to an exo and encourage it and a pack of marines to stick together one another and push out. Afterall isn't that always been the TSF's play style versus the Alien's independent play style?
Or there could be several configurations of exos, perhaps a graveywell / energy sap / slow field (not too drastically, maybe like 10%) in order to discourage aliens from getting near? This might help the exo to defend itself against multiple skulks and allow it to passively protect a pack of marines? This "sort of" gives the exo maneuverability by de-buffing opponents. Alien comm can help bring the speed back to 100% normal with enzyme, but it's a commitment of tres.
Again I forget who suggested it, but it's an interesting way to look at making exos more viable and effective regardless of whos piloting it.
Yup, he suggested it two posts above yours
I think a walking armory might be a bit OP, but an aoe armor buff for marines sounds interesting.
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
Making an Exo video in it's current shape would be super biased as I hate it with a passion. So much so, that when commanding I'll not research it if it means the game isn't going as well as I had hoped.
Ehh I meant the "Making Exosuits Viable Again" thread. Perhaps for this armour buff, slowly repairing armour? Not so much that it will negate damage during combat, but enough to keep a team of squishy meaty marines not cowering for a welder/mac and keeping them in the fight if alien's don't keep the pressure up.
Making an Exo video in it's current shape would be super biased as I hate it with a passion. So much so, that when commanding I'll not research it if it means the game isn't going as well as I had hoped.
Ehh I meant the "Making Exosuits Viable Again" thread. Perhaps for this armour buff, slowly repairing armour? Not so much that it will negate damage during combat, but enough to keep a team of squishy meaty marines not cowering for a welder/mac and keeping them in the fight if alien's don't keep the pressure up.
But you are supposed to have lots of welding marines around exos, anyway...
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
1 Bile bomb stomps a group of marines desperately trying to weld one another thus diminishing the amount of manpower that can be committed to attacking.
Even if you take Bile Bomb out of the question, after a reasonably heated encounter, a group of aliens can get healed up so much easily than a group of marines.
Whereas 1 gorge can heal a group of aliens while they can continue to attack with full force.
The marine equivalent being everyone with welders, to which they have to drop their guard after and IF they survived the encounter.
An Armor repair aura would be pretty awesome as this fills this goal. Makes the exo suit valuable, and can give it SOME form of survival if left alone long enough.
But enough debating, I'd like to see it tested in a mod.
Or maybe a 5 second nano shield that needs 1 minute to recharge and deployable by the exo driver and not commander. This way you give it some advantage while not making it godlike. It would just give you some advantage when caught off guard and a bit of a fear factor to an onos for not knowing whether the nano shield is at exo's disposal or not (if it's still recharging, but aliens shouldn't be able to know that). Research for this upgrade should be connected to the normal commander deployable nano shield. So comm would have to research nano shield tech for exos to be able to use this feature. Should be available to all 3 flavors of exo, normal one, dual and railgun.
This would also mean that aliens would have to plan a more tactical attack on exos to potentially provoke exo driver to activate the nano shield too early and then take it down with second team when shield is recharging. And up to the exo driver to decide when to deploy it. You can hesitate and risk a normal death or use it too early and get killed by a bigger threat a bit later. But could as well mean a deathtrap to aliens when timed right. Would certainly bring an interesting twist to the tactics department if you think of it.
Free Nanoshields sound very powerfull. Add devour back to the Onos then and remove boneshield, that ability only works on paper and kills Oni in the field. How did "do you use exo jets" turn into "the Exo is too weak"? :P
Five seconds are very long if you are fighting (count to five and imagine an Onos attacking you...) and if you don't use nano shield as soon as it is available, you will have it ready most likely if an Onos attacks. That is like a "out of jail" card. You could give the Onos a 500hp insta regen ability as well. Give it 3mins cooldown. Stuff like that is influencing the outcome of an attack more then you might think...
Free Nanoshields sound very powerfull. Add devour back to the Onos then and remove boneshield, that ability only works on paper and kills Oni in the field. How did "do you use exo jets" turn into "the Exo is too weak"? :P
Five seconds are very long if you are fighting (count to five and imagine an Onos attacking you...) and if you don't use nano shield as soon as it is available, you will have it ready most likely if an Onos attacks. That is like a "out of jail" card. You could give the Onos a 500hp insta regen ability as well. Give it 3mins cooldown. Stuff like that is influencing the outcome of an attack more then you might think...
If 5 sec feels long to you as an alien, iamgine yourself being an Exo driver and experiencing a 1 minute wait while skulks are jumping on you and you've triggered nano shield few seconds ago for that one skulk that surprised you...
Free Nanoshields sound very powerfull. Add devour back to the Onos then and remove boneshield, that ability only works on paper and kills Oni in the field. How did "do you use exo jets" turn into "the Exo is too weak"? :P
I have no idea, I asked if it was bad that the Topic got derailed, But Its a good conversation, and its still about exos. Maybe we are discussing an idea to Turn the exo jets into some other more useful ability. I don't know.
Turning the Exo into a walking armory, Giving it a Temporary Armor buff for it and Allies...Giving it a Nano emmitter to degrade Stamina and Energy of Aliens around it... All of them sound useful to the Exo.
Hell, Maybe a Smoke screen?! Pressing shift to Release a Blue Nanite smoke field that Obscures vision and Temporarily stuns Aliens around it, Like the Ground pound of the Oni? It would be a interesting Ruse or emergency Fail-safe I suppose, It would certainly Keep Ankle biters off my Metallic Buttocks.
Sometimes ability to jet backwards would be helpful. So you can gain tiny bit of a distance for the weapons. I know i caught myself doing it twice just to realize it automatically pushed me forward...
I used to say Onos to several Oni in ns1 times, but as I understand it now: The name comes from the greek language and Onos becomes Oni in plural, it is similar to Latin. That's why people drop the 's'.
Exactly.
Cactus. Cacti.
Octopus. Octopi.
Actually isn't it two iis? Shouldn't we be saying Onii?
I used to say Onos to several Oni in ns1 times, but as I understand it now: The name comes from the greek language and Onos becomes Oni in plural, it is similar to Latin. That's why people drop the 's'.
Exactly.
Cactus. Cacti.
Octopus. Octopi.
Actually isn't it two iis? Shouldn't we be saying Onii?
Nope. I'm fairly sure singular is Onos and plural is Oni.
Comments
Exo should have the same scare factor as onos, but being so fragile, it just doesn't. I'm rarely scared of them even with skulk. So, why should onos be scared?
Aliens started with shade hive and the Exos would most likely die in the middle. Yes, no chance against super Fades. But in the small corridors in NE of the map, they worked like charm. Maybe jp/sg is overall more effective, but don't underestimate the firepower and psychological effect on the aliens. Just blindly shooting down the hallway kept the Oni away.
I just Call them Oni because its Faster in Chat (I have no Mic) and from my Japanese Heritage, It means "Demon, Devils, Ogre, or Trolls" in their Respective variations.
What better way to call a 20 ton Freak of kharra nature than an Oni?
I think the Exo should be more supportive of its squadmates since it can't do anything alone. Just being a back of the line Artillery walker isn't good enough for the 60 res dual Gat walker. Its Fragile construction and tendencies to be ROFL stomped by an Onos just plainly makes buying one Risky. That, and the fact that a Jetpack with anything is obviously cheaper,and more combat effective.
I don't know...Maybe the Exos should be a walking Ammo dump, Emitting a short Nano field that Refills Soldier Ammo when ever they get close, while also having another Nano field that Boosts Surrounding Marine Armor by 10-20? I can see more support out of that, While Also giving incentive to weld up Exos...
Or there could be several configurations of exos, perhaps a graveywell / energy sap / slow field (not too drastically, maybe like 10%) in order to discourage aliens from getting near? This might help the exo to defend itself against multiple skulks and allow it to passively protect a pack of marines? This "sort of" gives the exo maneuverability by de-buffing opponents. Alien comm can help bring the speed back to 100% normal with enzyme, but it's a commitment of tres.
Again I forget who suggested it, but it's an interesting way to look at making exos more viable and effective regardless of whos piloting it.
Yup, he suggested it two posts above yours
I think a walking armory might be a bit OP, but an aoe armor buff for marines sounds interesting.
Ehh I meant the "Making Exosuits Viable Again" thread. Perhaps for this armour buff, slowly repairing armour? Not so much that it will negate damage during combat, but enough to keep a team of squishy meaty marines not cowering for a welder/mac and keeping them in the fight if alien's don't keep the pressure up.
But you are supposed to have lots of welding marines around exos, anyway...
Even if you take Bile Bomb out of the question, after a reasonably heated encounter, a group of aliens can get healed up so much easily than a group of marines.
Whereas 1 gorge can heal a group of aliens while they can continue to attack with full force.
The marine equivalent being everyone with welders, to which they have to drop their guard after and IF they survived the encounter.
An Armor repair aura would be pretty awesome as this fills this goal. Makes the exo suit valuable, and can give it SOME form of survival if left alone long enough.
But enough debating, I'd like to see it tested in a mod.
This would also mean that aliens would have to plan a more tactical attack on exos to potentially provoke exo driver to activate the nano shield too early and then take it down with second team when shield is recharging. And up to the exo driver to decide when to deploy it. You can hesitate and risk a normal death or use it too early and get killed by a bigger threat a bit later. But could as well mean a deathtrap to aliens when timed right. Would certainly bring an interesting twist to the tactics department if you think of it.
We can turn ANYTHING into "Exo is too weak".
If 5 sec feels long to you as an alien, iamgine yourself being an Exo driver and experiencing a 1 minute wait while skulks are jumping on you and you've triggered nano shield few seconds ago for that one skulk that surprised you...
I have no idea, I asked if it was bad that the Topic got derailed, But Its a good conversation, and its still about exos. Maybe we are discussing an idea to Turn the exo jets into some other more useful ability. I don't know.
Turning the Exo into a walking armory, Giving it a Temporary Armor buff for it and Allies...Giving it a Nano emmitter to degrade Stamina and Energy of Aliens around it... All of them sound useful to the Exo.
Hell, Maybe a Smoke screen?! Pressing shift to Release a Blue Nanite smoke field that Obscures vision and Temporarily stuns Aliens around it, Like the Ground pound of the Oni? It would be a interesting Ruse or emergency Fail-safe I suppose, It would certainly Keep Ankle biters off my Metallic Buttocks.
ANYTHING could work.
Cactus. Cacti.
Octopus. Octopi.
Actually isn't it two iis? Shouldn't we be saying Onii?
Nope. I'm fairly sure singular is Onos and plural is Oni.