Onos New Hps
Barneys_Soul
Join Date: 2003-08-18 Member: 19896Members
<div class="IPBDescription">unbalanced o_O</div> te new oni hps (900hps,500ap), isnt that a bit unbalanced?? shotys only do bout 100 damage a shot and te onos can just stomp a group or arines with shotys and even then its probebly bout 10 hits to kil it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hmg and lmg r only 24/13 at lv3 2 D:
Comments
But the key thing to take out an onos is like anything else: TEAMWORK
But an onos usually spends at least 4 seconds in a room when attacking (not using devour, see below), as soon as the onos is spotted, an alert is sent to the team, and they can grenade the onos and/or the exits of the room, so there is no place for the onos to go. Chances are a few of the grenades are going to drop the onos health enough for lmg and hmg fire to pick it off as it runs away, if nothing else, the grenades would work as a distraction while machine guns take it out.
Since a lot of onoses go for cheap devour kills, throw grenades at the exit, and then shoot at it, it will have most of it's health eaten away by lmg or hmg, and the grenades will catch it as it runs out of the room.
It may or may not work, but we'll see when 3.0 arrives.
In combat, on the other hand, Onos are FAR too strong, too early, and something needs to be done about that... soon. And I'm sure it will.
Not really, we were talking about the 3.0b Onos not 2.xx Onos.
As of now, I think the Onos is just right from what I hear. In fact I think it lives up to its name already.
read the other updates. please. for the love of god.
Flay and the devs have said that they fixed ALL the hitboxes of the player models. if you hit a onos on it's side on the half thats near it's arse, it'll take damage. if you hit it's head, it'll take damage. if you hit its left-rear leg <i>it'll take damage</i>. skulk, gorge, and lerk hitboxes have also been fixed; the skulk's face will take damage; the gorge is just a plain ol' target as usual; and the lerk is only hittable on it's "skeleton" and not it's flesh-streched-to-make-wings.
the fade has also been fixed; itll now take damage to hit's head (but still no "headshot" locational like damage!) and some other parts it wasn't being hit on, as well as the marines themselves; you can shoot between their legs if you're perpindicular to em', over their shoulder REALLY close to their head, and past anywhere where you might not've been able to shoot past previously.
Taking into consideration the onos's size AND the damage of the marine's weapons the onos NEEDS the 900hp and whatever armor it has.
-edit- they just need to make the NS:C onos come out later, honestly.
Since HMGs got nerfed back to 1.04 status,18 damage per shot,we are looking at 23 damage at level 3.At the ROF of 600 RPM,that means 230 damage,assuming all shots hit,in 1 second of HMG fire.
That means you need,im assuming here,6 marines with level 3 weapons and HMGs,about....slightly 1.5 seconds to kill the onos,assuming all shots hit,the onos is stupid and doesnt stomp/2HL,and the onos doesnt try to ambush the marines and instead,run down a long corridor to reach the marines.Also assuming all 6 marines arent shooting at the onos's backup(wait...the onos brought backup right?hes not trying to go 6 vs 1 by himself right?).
Im not sure how it will turn out.
How did he arrive to that conclusion? ~4 times larger hitable area on the screen does not mean ~4 times more hits unless marines just shoot at random in all direction. Possibly one could speculate that it means 4 times less misses(IE if people used to hit 60 percent of the time before, now they hit 90%) but that's probably not correct either.
should only be a slight advantage for the 3 HA
so, it should take at least 3 marines to take down an onos. or 6 if you 'tech down' the marines sounds right.
the only exception is combat, cause the res sytem works different.
LOL
anyway,
900/500 = 1900 damage capacity
l3 shotgun = 220 per shot
onos regen = 81 per tick
That's going to take 3 marines to each hit with 4 shotgun shots to take down, (2640 dmg should be enough to get past a few pellets missing and regen) which seems about right IMO, although 2 onos at once seem like they will be a definite game over for the marines.
However, an umbraed onos is going to be pretty scary, since it regenerates more than 1 shotty blast in damage per shot (if you third the damage, although I am aware that this is not how it works and umbra functions probabilistically).
Isn't there a bit of a huge gap between the fade and onos now, though? Mr. fade needs to either be a better straight-up fighter or a better sneaky unit, ATM it's a bit of a bastardisation, and for 60 res isn't seeming like a good deal since it's both more expensive and weaker (less blink, hitboxes) than in 2.01
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If the marines use only shotguns... just drop a HMG and the Oni die. With a HMG it's still (too?) easy to kill an onos IMHO. (I'm talking about NS:Classic, we all know the problems in Combat...)
But at least you can play onos again (it was worthless before 3.0b).
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If the marines use only shotguns... just drop a HMG and the Oni die. With a HMG it's still (too?) easy to kill an onos IMHO. (I'm talking about NS:Classic, we all know the problems in Combat...)
But at least you can play onos again (it was worthless before 3.0b). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Really now? That weird because pretty much every time I onos (provided that we still have at least two hives) I'm unstoppable (nearly, that is) and I always am at the top of the list in kills. Worthless? I think not. If I can clear the way for a band of skulks to chomp a handful of HA's and then destroy every rine rt on the map before they can respond, I'm pretty sure I've done my part. Onos is a huge help in teh right hands. Know when to run away and heal. Noobs hate onos because they think that means they're unstoppable and invincible, and then they die and get ****. By the time I die (IF i die) as onos, I usually have 100 res already anyhow.
We will see after it's tested
Now this exemple is with a single onus attacking:Lets get reallistic a onus with 2 hives have stomp. And befeore the rines realizethere is a onus walkign aroud there the onus alredy killed some marines in his quest to the marine base <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> . Then the marines start walking in team and there are 6 rines shoting at onus a stomp paralizes at least 2, one of him will be devoured, the other will be hit by the first attack(cant remember the name) when the 2 rines are dead the onus runs away to heal itself now even if the rines go after him he will be able to kill at least one more (making a 6 rines team reduced to 3 in public servers normaly its 7vs 7 this makes the marine team really vulnerable (this is assuming there is only a onus against the marines)after the onus is dead the alien(how was a onus) probably already has enough res to gestate again to another onus making a living hell to the marines.
But let me say again i havnt played vs 3.0 so i cant know if it is balanced or not it just my opion.
Now this exemple is with a single onus attacking:Lets get reallistic a onus with 2 hives have stomp. And befeore the rines realizethere is a onus walkign aroud there the onus alredy killed some marines in his quest to the marine base <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> . Then the marines start walking in team and there are 6 rines shoting at onus a stomp paralizes at least 2, one of him will be devoured, the other will be hit by the first attack(cant remember the name) when the 2 rines are dead the onus runs away to heal itself now even if the rines go after him he will be able to kill at least one more (making a 6 rines team reduced to 3 in public servers normaly its 7vs 7 this makes the marine team really vulnerable (this is assuming there is only a onus against the marines)after the onus is dead the alien(how was a onus) probably already has enough res to gestate again to another onus making a living hell to the marines.
But let me say again i havnt played vs 3.0 so i cant know if it is balanced or not it just my opion. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hey do you know a guy named smart bomb?
<!--QuoteBegin--uranium - 235+Dec 9 2003, 04:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 9 2003, 04:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Shotguns should suck against an onos. I dunno about you but it's not often people go safari hunting with a short-ranged low-penetration weapon. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lol that makes me think about that british dork from Animal Planet-
[BRITISH ACCENT] As we part the tall grass, we encounter a male adult Onos in his natural habitat. Be quiet, we wouldn't want to upset him. What is that noise we hear? *PLOP* Ohhhhh.... we have just witnessed the Onos digesting his favorite food, a TSA soldier. Looks like that one had a Shotgun and Heavy Armor. That's gonna set the commander back a few res..... [/BRITISH ACCENT]
I think when talesin gave these numbers i think he was referring to the 1.04 onos which was restricted to 3 hives. I may be wrong but im pretty sure it was for 1.04 onos.
- RD
I think I've heard far too much already....
If you haven't experienced the changes, or have any info from the inside playtesters, don't speculate. It's already getting on my nerves as people start going 'OMG handgrenades!!!111' or 'Onos is teh overpowared!!!'
Please if you really don't know how it is then don't post about it :/ Or you can just ask the playtesters....
I think when talesin gave these numbers i think he was referring to the 1.04 onos which was restricted to 3 hives. I may be wrong but im pretty sure it was for 1.04 onos.
- RD <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I spent about an hour looking for the old thread, and I think it's been devoured by the forum. I've found NUMEROUS references to it, but not the original calculations. Let me just say though, that the calculations were based on how long the onos should survive when facing x number of marines based on its cost, and not in comparison to 1.0 or 2.0 directly.
The calculations were to reflect that a single marine with ANY weapon should not be able to take down an onos. Not with an HMG, not with a Shottie, not with a GL, and ESSPECIALLY not with an LMG. And that two marines should have serious problems even with an HMG.
You need to remember, of course, that having a 4x hitbox doesn't mean it needs 4x hp... because a 4x hitbox means that even at range, nearly EVERY ROUND YOU FIRE WILL HIT. Shotguns land every slug at medium range, and a fair portion of slugs at long range. HMGs and LMGs never miss. GLs detonate on impact much more frequently than before. This is every playtesters experience. You see an Onos, you point in it's general direction, you pull the trigger and hold it down, and if it's not directly goring you, it'll die in a few seconds.