Any Pub Comms Plz Read
Trevelyan
Join Date: 2003-03-23 Member: 14834Members
<div class="IPBDescription">important</div> Ok... when you see your first onos, DO NOT CONTINUE DROPPING HA!!! NO NO MORE!!!! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
HA < ONOS YOU FOOLZ
Every game i see the same mistake, comm thinks "HA pwnxors everything" and then proceeds to HA everyone on the team, and i get to watch our res disapear a chunk at a time as the onos devours us one by one... dont even mention what happens when more come (but by then we are outta res which = we lose)
When you see an onos, start researching Jetpacks people! If you know an onos is in a certian area near your HA squad... lead them to a easily defendable position (high up or out of onos reach, or a long open area) and then send some Jetpackers to take out the onos or at least chase him off. You can always send those HAs to take out a WOL in a certian location or a Res node. After that happens, by all means send your HA through the area. Close quarters + onos + stomp = DEVOUR/Gore and you lose your HAs and HMGs. Stomp is area effective... so if you HAVE to get your HA through a wall of onos, spread them out... But not to much so a quick weld cant be applied. (BTW... a shottie JPer with a HA squad really evens it out. He can scout ahead, warn of onos or other threats to the heavys can be prepared. try it out some day <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) Honestly, if you need welding while fighting an onos, bend over and kiss your **** goodbye... you want that onos to run/redeem ASAP, which means getting every weapon firing as fast as possible, as much as possible.
if the alien team is pulling in enough res to make a bunch of onos, your only hope is a JP + HMG/GL/Shottie team taking down important stuff. Not only is it cheaper then HA (even if you include some med spam once in a while) but you get the added mobility. the choice to run away from the fight so you can drop your gun to someone else or get healed.
HA < ONOS YOU FOOLZ
Every game i see the same mistake, comm thinks "HA pwnxors everything" and then proceeds to HA everyone on the team, and i get to watch our res disapear a chunk at a time as the onos devours us one by one... dont even mention what happens when more come (but by then we are outta res which = we lose)
When you see an onos, start researching Jetpacks people! If you know an onos is in a certian area near your HA squad... lead them to a easily defendable position (high up or out of onos reach, or a long open area) and then send some Jetpackers to take out the onos or at least chase him off. You can always send those HAs to take out a WOL in a certian location or a Res node. After that happens, by all means send your HA through the area. Close quarters + onos + stomp = DEVOUR/Gore and you lose your HAs and HMGs. Stomp is area effective... so if you HAVE to get your HA through a wall of onos, spread them out... But not to much so a quick weld cant be applied. (BTW... a shottie JPer with a HA squad really evens it out. He can scout ahead, warn of onos or other threats to the heavys can be prepared. try it out some day <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) Honestly, if you need welding while fighting an onos, bend over and kiss your **** goodbye... you want that onos to run/redeem ASAP, which means getting every weapon firing as fast as possible, as much as possible.
if the alien team is pulling in enough res to make a bunch of onos, your only hope is a JP + HMG/GL/Shottie team taking down important stuff. Not only is it cheaper then HA (even if you include some med spam once in a while) but you get the added mobility. the choice to run away from the fight so you can drop your gun to someone else or get healed.
Comments
4 fairly armed HA will likely take some damage, but the only reason anyone should die is because of being devoured/redeemed. That will go away soon, with any luck. When the beta eventually becomes final, your buddy will be saved rather than slowly digested.
5 fairly armed HA will either redeem the onos before he gets to even attack or kill the onos so fast he cries.
More than that is just downright scary.
If you are facing an organized assault while in HA, first of all you're gonna take more damage (obvious), but you should help yourself out a bit by killing the important targets first. I usually kill skulks first because they can cause a lot of damage if you leave them alone, they die in a split second, and xenocide can really really disrupt a HA train. If for some reason there's a gorge or lerk out in the open, go ahead and slaughter him too. It won't take long with an HMG, and it will make killing the other so much easier. Don't chase after them tho, or you'll be torn asunder by the bigger targets. After you've handled the squishier targets, you are left with onos and fades. Fades really aren't all that dangerous to HA compared to onos, whose stomp and devour will cause major issues. Take out the onos first, and do your best to concentrate the team's fire on one target!
As always, onos are less scary if you spread out a few feet. For that matter, just about every 3-hive kharaa is less dangerous when you give each other some breathing room.
*onos roar*
STOMP
STOMP
DEVOUR
Onos pweened rambo HA using Devour
*Onos chuckle*
me lone lerk > than loner HA.
If the alien team has more then 1 or two onus, you're **** <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. GG.
You left them behind, you idiot.....for your own selfishness.
You must play stupid aliens. "5 HAs down a huge long hall > onos"
OF COURSE... aliens that are competent will realise their attacks work the best at CQC... Onos are not supposed to run around in huge areas unless there are units to attack nearby like turrets... any onos that does is a Grade A Meathead!
Nuh uh. I see games where its lamer onos on his game winning pween rush. I make it policy not to back them up, myself. Anyhow, on most servers, 90% of the time the onos is alone because everyone else is doing proper work, such as capping res, building hives, or chambers.
So I guarantee you, that unless its endgame, the onos is alone.
Second, I agree stomp isn't the be all and end all, however the stomp devour was in response to "lone HA pwns all". Lone HA is RFK fodder <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
But more seriously, HA's are a good counter to the whole situation of Onos, but more importantly, thats not going to help you as much as good commander work, explain what you as a commander want done before you give out HA's to stop the Onos.
That was perhaps the most incoherent piece of garbage I have ever read. My Grammer School teachers would kill you if they knew you existed. Please seperate your ideas and capitalize properly, its painful to endure such blasphemies to the English language.
EDIT: Perhaps that was a bit harsh, but still dude... You gotta at least try when you post.
I invest my time and res in the team effort. This does not mean I hoard up points just so I can back up an Onos with a deathwish. Secondly, it encourages the Onos player to work with the team. Finally it puts the player ideally back to skulk, where he'll be forced to work with others, and at the same time gives the marines a false sense of security.
Frankly I have neither the time nor the patience to chase after a 1 hive onos just because he hoarded more res than anyone else. He goes Onos early? He takes his chances. Alien teams have no room for rambos.
"I dont know what servers you play on, but when im alien i latch onto that onos, whether it means being umbra monkey or covering it's **** in a fight."
Like myself, you are entitled to your own opinion.
"So do most players."
No. There's a growing trend of people who leave the one hive onos to his own devices.... the same players who let rambos kill themselves and don't give them ammo/weapons/meds.
"Onos = safety to most aliens (even if it's not true)."
It isnt true. So why say it "even if it's not true"? You may as well type "one hive onos pwns marine base". Thats not true either, FYI. Onos = grenade magnet = death to most aliens. That IS true.
"Watch out for those support units, most pub onos will just eat and retreat when they see ha train at hive one,"
And ideally they'll die at the hands of an HA train and come away a little wiser. From the marine viewpoint, a one hive onos may come with a skulk rush but to be honest some shottys and good turret setup will destroy it before it gets close. And then thats 100 alien res swiftly dealt with. To be honest if you have HA at hive 1 you've probably got the game in the bag, considering it takes 2 minutes to get a second hive up.
"hive 2 watch for umbra/stomp/ thousands of skulks."
If marines have the third hive, expect a rush to the third hive instead. Most aliens like to have xenocide, web, etc, before the grand base push.
"With redemption (which almost ALL onos get without beta)"
Sadly a common misconception. Truth be told, only new players or people doing a rambo onos will get redeem. Experienced, dangerous onii, and nearly all mid-end game onii, will be packing Regen or Cara. If its Cara then they've gorges or DC nearby, and they will bankroll your base very quickly. If you see a redeem Onos, take some comfort in the fact that its a new player and thus isn't likely to Charge your defences. It'll park outside base doing very little other than ambushing rambos.
If you see a lot of Onii earlygame, then in the next round, shotty rush their hive for a cheap and effective win. Hoarders are rush fodder, and at the very least it encourages them not to hoard in the future - which brings up the quality of the game.
You'll note there's not flame in this reply <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I had some games we were able to hold and clear many location with a group of Rines equipted with shotguns.
at hive 2... having an onos go Stomp only with a group of skulks PWNSXORS everything... and if the onos has adrenaline... GG marines
I prefer not to teach noobs lessons on how to play as a team... 100 res is just to much not to back up!
Imagine, a comm plunks down a TF a bunch of Turrets and some siege, then doesnt waypoint or tell the whole team to go to it... what a setback that is.
However, heavy armor is still very effective on a well armed team. If for the most part your team is well armed you should continue dropping heavy armor to supplement your plans. Otherwise the lerk that is only annoying because he can umbra his onos becomes able to poison your team. Being able to take more hits and weld up afterwards is still amazingly potent. Nothing is more annoying to an onos than a HA that moves to block his escape after he has devoured. A light armor marine can block the way long enough for the rest of the team to shoot their devoured friend out, and heavy armor adds precious time onto that.
In other words, I agree that heavy armor is just about as effective against devour. There are many more factors than devour you have to consider though. Definitley put arms above armor when devouring onos are your problem. It's just plain more cost effective.