Charge Change Suggestion

XyrcaiXyrcai Join Date: 2004-05-25 Member: 28898Members
edited June 2004 in NS General Discussion
Okay, the Onos is a HUGE beast.. If it charges at you, it would definitely send you flying.. So why not make charge force the marines it hits to drop their held weapon to the ground? They can pick it back up, but those few seconds help the Onos.

And it wouldn't be overpowered considering it's a Hive 3 ability....

Edit: Fixed typos I noticed.

Comments

  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I think charge should shove structures around like HL boxes as well, make turret farming/camping at 3 hives impossible.
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    Charge should be absolutely devestating to a light marine (maybe even heavies).

    Like, a lvl3 HMG is to a skulk.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Charge clearly needs something. As the most powerful attack on the most powerful alien, clearly it should be the most devastating thing to marines that aliens can do. And no one would ever call charge devestating. I wouldn't even call it remotely damaging. Usually it's being used by an onos who's turned tail and is running for his life. THAT is the aliens' most powerful attack? Running away screaming? Knocking out weapons is interesting. Knocking marines aside like bowling pins would be nice too. Obviously the code is already there, just take the bugged knockback that skulks hate and give it to charge. Give it a 50% chance to knock their gun away in another random direction. Increase the adrenaline cost some for balance and you have a devestating attack. Onos charging into a squad of marines, sending them flying, guns flapping away randomly. It's a beautiful dream. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--QuoteBegin-BobTheJanitor+Jun 7 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 7 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Charge clearly needs something. As the most powerful attack on the most powerful alien, clearly it should be the most devastating thing to marines that aliens can do. And no one would ever call charge devestating. I wouldn't even call it remotely damaging. Usually it's being used by an onos who's turned tail and is running for his life. THAT is the aliens' most powerful attack? Running away screaming? Knocking out weapons is interesting. Knocking marines aside like bowling pins would be nice too. Obviously the code is already there, just take the bugged knockback that skulks hate and give it to charge. Give it a 50% chance to knock their gun away in another random direction. Increase the adrenaline cost some for balance and you have a devestating attack. Onos charging into a squad of marines, sending them flying, guns flapping away randomly. It's a beautiful dream. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Aye
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    nice idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-BobTheJanitor+Jun 7 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 7 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onos charging into a squad of marines, sending them flying, guns flapping away randomly. It's a beautiful dream. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Heh, I like that. I'd be willing to live with the pathetic damage it does currently if this effect was added. Would be good for teamwork.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Gun dropping + Knockback would be a bit much even for Hive 3 considering that Charge is fully controllable. There wouldn't be a thing marines could do to hold onto their guns if an Onos was nearby. Maybe if Charge was timed and kept you moving at full speed for the entire duration or something?

    Either way, Charge was an effective ability in 1.04 and if we don't want to revamp it like this then the only thing we need to do to make it powerful again is give it its old damage back. Charge used to plow through LAs in a second or two and rip apart any structure like nobody's business. It was a damage machine, just like it was always intended to be. Then it was completely nerfed as a side effect(intentional or not, I don't know) of fixing the FPS bug and Flayra has only occasionally acknowledged its pathetic state with a few nominal damage increases. It needs to be back to what it was before at the very minimum, possibly with Blast damage as well so it's not overshadowed by Gore.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    What can this do that a stomping onos cant?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Get marines out of your freaking way, primarily.

    And the gun dropping, like mentioned, would probably be a random chance. Always making guns drop would be a wee bit overpowered. But remember, this is a huge res investment. Three hives, and the highest alien lifeform, not to mention all the work in RTs and fighting that got you to this point. By the time you have 3 hive onos, the game SHOULD be over in short order. YES marines should have a chance, but a veeeeeeeeeeery slim one. About the same chance aliens have when a3/w3 marines have them pinned down in their last hive with HMG fire...
  • SmikiesSmikies Join Date: 2003-07-27 Member: 18470Members
    edited June 2004
    <!--QuoteBegin-BobTheJanitor+Jun 7 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 7 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get marines out of your freaking way, primarily.

    And the gun dropping, like mentioned, would probably be a random chance. Always making guns drop would be a wee bit overpowered. But remember, this is a huge res investment. Three hives, and the highest alien lifeform, not to mention all the work in RTs and fighting that got you to this point. By the time you have 3 hive onos, the game SHOULD be over in short order. YES marines should have a chance, but a veeeeeeeeeeery slim one. About the same chance aliens have when a3/w3 marines have them pinned down in their last hive with HMG fire... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The Odds of an alien team coming back from that isnt very slim, its next to impossible with odds of like 1:100000000000000
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    True... in co it could be something like gun lowering for a couple of seconds. That's getting pretty close to stomp, but with the added effect of knocking the marines about and hopefully doing some decent amount of damage to them, it would work out.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    It´s a nice idea. The marines view should get confused a little bit.
  • EntropiuaEntropiua Join Date: 2003-04-21 Member: 15736Members
    I'd like to see charge changed to something like the following:

    --Energy cost increased to reduce duration

    --Marines contacted by charge thrown one onos-length in the direction the onos is going, plus or minus ~60 degrees either way. (Basically, they're tossed out of his way.)

    --LA Marines contacted by charge spun to a random facing

    --Any marine contacted by charge has a 1/3 chance of dropping their weapon (NS) or their ammunition (CO). (This amounts to roughly the same thing, since they have to wait on resupply to kick in, then reload)
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