Stopping 10 Minute Onos.

HuntyHunty Join Date: 2003-08-09 Member: 19244Members
<div class="IPBDescription">How?</div> By 10 minutes im usually attacking alien RTs or trying to seige a hive.Maybe have some upgrades but upgrading adv armory by 7 minutes to counter the onos seems harsh to me.Shottys are pratically useless.....one onos can take out 4,maybe 5 shotgunners in a corridor.If they get 2 hives its umbra or stomp or both.

Your RTs simply vanish when the onos appears.Thus you dont have res to tech to ha/hmg.Trying to attack hives/alien RTs usually results in onos stomping and skulks wiping out your entire team,giving them more res to onos....
«1

Comments

  • Acidophilus_CulturesAcidophilus_Cultures Join Date: 2003-08-10 Member: 19325Members
    I hate it when onos come around in <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> .. especially if they have backup..

    anyway, why wouldn't you upgrade the armory?
    upgraded armory is needed for proto lab.. which is needed for HA/JP...
    getting hmg early game is a great tactic against skulks and gorges.
    a small team of marines..
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    all equiped with hmg.. they will not see any onos.. just rush in and take the hive..

    hmg is needed to take down onos.. when u take down one onos, you know you can take down the rest of the team!

    <span style='color:gray'>don't listen to me
    </span>
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    Bro, if you re attacking Alien Res or trying to Siege at 10th min, no wonder you will lose!
    You must head out immediatly after round start and destroy all alien res you can.
    If the alien team is not stupid, they will all go gorge and build 1 RT at least.
    So after a while, you ll have 1 RT and a minimal base, while they ll have 6 or more RT.
    If you like it or not, you ll have to destroy those to get room for YOUR OWN RT, cause maps dont have more than 10 nozzles. You need more than 4 RES to upgrade to HA.
    Denying Aliens RES = Marine WIN just like the opposite Denying MArines RES = Alien WIN.
    What happens to you is probably the second, cause you didnt attack their economy.
    If you see lot of onoses, 2 things can happen: Either they have nothing and all were res-whorring for Onos right from start->take HMG try kill them. They wont come back again. OR your team screwed up on Eco-Attack and even if they die, they ll onos again.
    If you dont wanna see Onos, kill Alien RES. 1 or 2 Onii shouldnt be problem to Equipped Squad. Take them down and let them cry.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Um no...after round start i go for rts...i usually control 5-6 rts and they have round 4 rts.After getting 5-6 rts and a hive secured,i go round seiging their 2nd hive or killing their rts.

    But it usually takes me about 10 minutes to get 5-6 rts and a hive secured.

    And at 7 minutes,im usually spending the res on upgrades,MT,turrets at a hive,electrifying RTs,etc....
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I'm usually more worried about the two minute fade.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Shotties stop Onos. Moreso if you've some form of weapon upgrade.

    TBH Onos aren't half as terrifying as fades.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    Advance your armory asafp; as soon as !^*!ing possible. Think of it this way: For the cost of electrifying an RT to save it from skulks, you can upgrade your armory to save your **** from onos. How often do you electrify? Probably a lot, 30 res can go a long way towards something other than electrifying. Sound like a good deal? I would hope so.

    Personally I try to gear myself up for a worse case scenario.I upgrade the armory at the 3 minute mark, at the absolute latest; remember it takes 3 minutes for this thing to finish, so at the latest you want them 6 minutes into the game; If a good player is on a streak and is just saving for Onos the entire game, this will probably be around the time he shows up, or shortly thereafter. As for the 10 minute Onos, you could probably get HA researched and be half-way through your arms lab if things go well enough, possibly stuck at 1/1 if your setback by a good Alien maneuver.

    Point I'm trying to make here is that you should upgrade the armory as soon as possible, not only to open up the top of your tech tree, but also to give your marines some deadly firepower against whatever shows up unexpected. HMG's just rip everything to shreds, Onos included, vanilla marines are more than capable of taking down onos and fade with HMG's often they dont even get close enough before they die. Get these things asap, 2 minutes is ideal to begin the upgrade, 3 minutes at the latest.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The kharaa have two sources of res: rts and rfk. If you can keep the kharaa down to about 3-4 rts, you won't see onos before you can deal with them (most of the time). RfK is a big worry if your marines keep getting owned by the same skulk. If that is so, or they are getting owned at all, I highly recommend dropping some shotties so you can turn the rfk tide around a little.

    It's really not that bad to see one onos. It can be dealt with, so long as the game isn't like 4v4, or to a lesser degree 5v5. 3 marines on the field will have a heck of a time against an onos. Two onos, or an mix of onos, fades, lerks, and gorges will cause much much more damage and give you very little chance to stop them.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Actually shotties are very ineffective against Onos, no matter what some people claim.

    HMG's are by far the most effective gun against cows. If you don't have the armory upgraded 10 minutes (!!) into the game, then you messed up. You don't need HA to hand out HMG's, as you seem to imply.

    The best way to stop 10-minute onos is to go after aliens res nodes all the time and upgrade your Marines (less RFK). I don't really have a problem with this and I think that those who do are either lacking in their comprehension of the game or playing alien-biased servers (where all teh good players go alien).
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    early onos can be stopped by mines -- they're absolutely devastating. The early onos will not have stomp if it's 1 hive... forcing him to get as close to you as possible, maybe chasing you around a bit. This is where 10 stacked mines come in. BOOM!
  • rabbitzrabbitz Join Date: 2003-08-10 Member: 19328Members
    if ur a really good skulk, u can get a 7 min onos... ive done it before
  • testytesty Join Date: 2003-02-24 Member: 13909Members
    I have had a 3 minute onos. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Anyhow, taking down oni isn't as hard as it seems. You just need people who can shoot - 3 marines with lmgs who place themselves nicely can shoot the hell out of the onos and then pistol him to kill him.

    The other way is to use an onos trap. 5 mines placed on the same spot do the trick. While not completely killing the onos, I can tell you that it will run as fast as it can - and away from your spawn. Also good for killing fades. The biggest problem with this is that 1 skulk will detonate all 5 mines at once too. So it has its good points, and its bad points.

    In my opinion, I believe that the armory should be the first upgrade that you start - before an arms lab is even built. And I generally start it after I have 4 total resource nodes, 2 of which are electrified. Given decent marines, you will have this happening by the 3 minute mark, if not hopefully sooner.
  • MuntermanMunterman Join Date: 2003-09-25 Member: 21215Members
    as soon as my armory goes down and is built it's upgrading

    But then I love to rush jps ........
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    edited October 2003
    Well, if you really MUST prepare for Onos, there are a few alternatives you could use:

    Don't research Motion Tracking. Hopefully your marines will learn to be alert and take advantage of their speakers. And the kharaa won't use Silence.

    Don't hand out too many shotties. Personally, I prefer to hand out at least one if I expect my marine team to move in a group, because one shotty with a group of lvl 1 armor marines does wonders. And a welder to pass around. Using this, you can take out kharaa res and stop that Onos from coming so fast.

    Don't electrify unnecessarily. An electrified res node costs the equilavent of 1 HA + Shotty + Welder. In addition, 30 res could be used to help build your Proto, or upgrade the Armory.

    Keep kharaa res under control. Unless kharaa have too many OCs at each res node they have, don't let those res nodes stay alive. If one or two of your marines have to do a suicide rush on it or two, that's ok. RFK for two kharaa is better than a res tower for their entire team.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Just played a game.Very interesting.

    By 4 minutes they had an 3 OCs and 2 DCs at the left exit of our base(from commander's view).They had some 10-15 kills by this point.They also had 4 rts.

    So around 9 mintes i had alpha locked down,los paranois,eternal requiem and external overlook electrified.By this time aliens also had 2 hives.When onos appeared i gave out 4 HMGs...we had 2/1 upgrades....so i sent the team out,they bumped into the onos,4 hmgs and 1 shotty and 2 lmgs lost to that onos.How?

    All he had to do was spam stomp while the fade went round happily slashing.

    Thats right all he had to do was spam stomp and 2 aliens beat 7 marines,of which 5 had advanced weapons.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    GG cluster rines. Spread out they might have had a chance, I mean about half the group would have been able to fire at the fade or the onos.

    I've done the same thing myself only with a gorge healspraying onos stomp victims. Once they're all single file or tight together you can spam stomp and laugh yourself silly.

    I don't see it as an exploit, more sort of "this is what happens when you cluster".
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    How are you NOT going to cluster when you are in a tight corridor?
  • JediJedi Join Date: 2003-09-17 Member: 20952Members
    spread out backwards in a staggered line mebbe? Oh wait... its much easier to just run blindly forward spraying wildly into your own marines then to move backwards <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    omg... well that explains it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I probably said it earlier but 2 packs of mines stacked on one another is guaranteed dead onos

    and marines should never clump, becuase friendly fire for clan matches, plus stomp will get you all
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    <!--QuoteBegin--Hunty+Oct 6 2003, 05:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hunty @ Oct 6 2003, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just played a game.Very interesting.

    By 4 minutes they had an 3 OCs and 2 DCs at the left exit of our base(from commander's view).They had some 10-15 kills by this point.They also had 4 rts.

    So around 9 mintes i had alpha locked down,los paranois,eternal requiem and external overlook electrified.By this time aliens also had 2 hives.When onos appeared i gave out 4 HMGs...we had 2/1 upgrades....so i sent the team out,they bumped into the onos,4 hmgs and 1 shotty and 2 lmgs lost to that onos.How?

    All he had to do was spam stomp while the fade went round happily slashing.

    Thats right all he had to do was spam stomp and 2 aliens beat 7 marines,of which 5 had advanced weapons. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ah, they must have had TeamWorkHax 7.8 installed. Damn those cheaters.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    <!--QuoteBegin--Mintman+Oct 6 2003, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Oct 6 2003, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> TeamWorkHax 7.8 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Those never work for me. Help <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    One mid-game aliens + one late-game aliens, both using teamwork, beat 5 mid-game marines and 2 early-game marines that didn't use teamwork. Tells me the game works.

    Also, lost is a horrible map for Marines due to the design, I admit that, but having 7 Marines move in a way that allows them all to be stomped by one onos, that's just silly. Something tells me this was in the Cooant area, very aliens friendly part of the map.
  • MuntermanMunterman Join Date: 2003-09-25 Member: 21215Members
    like some of you may have read earlier I was having trouble with lost but I think i found the solution : jps.

    use all them nice conveniant vents to the hive to your adavantage, and while two jpers attack the hive your building a seige and phase just outside

    XD
  • StaberindeStaberinde Join Date: 2003-10-02 Member: 21381Members
    As Stoneburg said, unless the onos is very incompetent, shotguns will be useless and a waste of resources. A HMG marine who knows how to shoot (read: knows where the onos hitbox is) coupled with a LMG marine who will act as bait can take down or chase away the onos. If the armory is unupgraded, 3 good LMG marines should also be able to stop an onos, but it is hard to take it out if this is the case.

    Also, IME, a regen cow is much more dangerous than a redemp cow at this stage of the game, but that is a difference in style, I guess. Still, I have been in a number of situations in which we would have lost the game if the onos attacking us was a regen cow instead of a redemp cow. The reverse never happened.

    But in all cases the marines *must*must*must* know where the onos hitbox is. This can't be stressed enough. It is not hard to take down an onos once you know where to shoot.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Teamwork?The marines used teamwork to move as a group,while the onos and fade used teamwork to move together as well.I dont see how that means they should automatically win.

    Run backwards in a staggered line : Never works.Been on both sides of this situation.Never ever works unless this is a big fat open area.Corridors are death to marines once they get an onos and 2 hives.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Yes, early armory upgrade is neccesary, with upgraded armory you have much more freedom and hmg/gl are sometimes simply essential, not speaking about possibility to get jets (good for protecting/hunting RT or winning maps like nothing) or HA (good if they have low res/1 hive and you wanna finish them).

    Onos can come at 6 minute mark, not 10 (in 6v6 game = standard CW) and fade.. yes 2 minutes is possible :-)
    I don't recomend electryfiying too much for these reasons: you loose 30 res, RT has to work for 3 minutes to pay itself off, and usually after 3 minutes fade/gorge/onos comes and kills it no matter of electricity. It's good sometimes but hard to recommend in games with less than 20 people or with good aliens.

    Concentrate on teching up, give majority of res to marines, not into useless buildings like turrets, which are wiped out by single onos. So tech up and if you see hive growing go kill it, single hive onos is harmless - as well as other single hive aliens..
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--Windelkron+Oct 5 2003, 08:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Oct 5 2003, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> early onos can be stopped by mines -- they're absolutely devastating. The early onos will not have stomp if it's 1 hive... forcing him to get as close to you as possible, maybe chasing you around a bit. This is where 10 stacked mines come in. BOOM! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This works a treat placing the mines on top of each other makes 10 mines look like 1.

    Along comes a <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> then BOOOM dead onos <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    You are of course fully aware the corridors mean you can backpedal dropping mines while gl spam rains down?

    And you tell me marines are disadvantaged in corridors?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    Once you know they have onos and 2 hives don’t go in large packs the way LMGers should for protection It is more effective to go in "trains" or long lines the people at the back should be able to take down or chase away the onos before he kills too many of the front.

    Tight packs protect marines from skulk ambushes but are not good when it comes to Onos, webs, spores even umbra. Your squad should be in an appropriate position depending on the enemies they plan on fighting.
  • Alens_pwnzorsAlens_pwnzors Join Date: 2003-10-07 Member: 21504Members
    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> + <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> = heavy killing. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> x a whole lot = no acess. I recently played a game, and i spammed a lot of turrets at beginning. Later, we had 1 res node and they had 3 hives. Guess what? We won! the redempt onos redempted/died before they even touched us. (I also had HA and HMG squads of 1 person each. They rocked.) However, regen cows would've hurt bad. Meh.
Sign In or Register to comment.