The Combat Onos

ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
<div class="IPBDescription">I believe it's overpowered</div> Please forgive me if I've posted in the wrong place or it's already been discussed, but I couldn't find it mentioned yet.

As we all know, the Onos carapace was increased to 950 in beta 5. The redemption chance was also increased to 45% per second in beta 5.

In NS, this was good.

In Combat, I believe it has made the Onos far too powerful.
It can have regeneration, redemption, and carapace. This means it requires 100 L3 HMG bullets to kill (90 to kill, but extra 10 allowing for regen while damage is taken).

However, after 50 bullets, the hive will attempt to redeem the Onos. This means that half-way through killing the onos, it will most likely disappear.

On *most* combat maps, the onos will be able to completely regen itself after redemption and with celerity, be back at Marine start only a few seconds after the marine(s) have reloaded their HMG's after the first attack.

One Onos isn't a problem, two Onoses are. Three Onoses are an even bigger problem, and 4 Onoses = game.

Even level 3 LMG bullets, it requires 200 of them to kill the Onos. After only 100, again, halfway to death, it will be redeemed. I realise that Onos comeback is slow because they have to re-gestate every time, but this simply does not balance out. Onoses can take incredible amounts of damage now in Combat with their new Carapace level, but it's the simple fact that they are almost unkillable with redemption that takes the cake.

Enter into the equation the relatively low level of teamwork in Combat, if there are multiple Onoses then marines will almost certainly not all target the same one.

Thus, my observation is that the Onos with all three defence upgrades is far too powerful in combat, since it practically cannot be killed. If I am merely being naive and someone knows of a decent way for them to be kill then please enlighten me (bear in mind I realise that 1 onos is easily killable, but in multiples it becomes virtually impossible).

Imagine two Onoses, the sheer number of bullets from any of the weapons required to make them redeem is incredible. Then, the Onos is redeemed, hurrah! However, at that point the fades, lerks, and skulks move in. If by some miracle the marines manage to deal with them, then hurrah for them. However, they will NOT HAVE TIME TO RELOAD properly before the Onoses that redeemed make their comeback.

Sorry for such a long post, but I do feel they're a little too powerful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

Thanks for reading

Comments

  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I've said it once and I'll say it again: Combat and Classic need to use differant rulesets.
  • skulkseskulkse Join Date: 2003-03-20 Member: 14719Members
    yes that sounds about right, as cellery, cara, redemption onos i have yet to die in a combat game in beta 5 and as more onos appear with the same combo, marines get trashed/camped/devoured in their chaotic spawn area.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    I pretty much play Onos-only when I play Combat, and trust me, when the marines go alamo style (which happens nearly every game) in decently sized servers (8v8+), a cara regen redem onos CAN and WILL die.

    I like how you can say that a cara regen Onos takes 100 HMG bullets to be killed. You make it sound like that is a ridiculously large number. I'm sorry, but it is the other way around.

    Combat, Classic, a marine with Level 3 HMG and a jetpack has an extremely high potential in killing an Onos who has regen/cara/both. That's one on one. I'm sorry, but the Onos is supposed to be this supreme evolution thing. Why, might I ask, can it barely hold even with a top equipped marine? This problem is exponentially increased when the basis of the game is applied; marine teamwork.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    You know, it is true that the onos should be this powerful (if not more)...

    A good way to "balance" combat would be by giving each life-form a time value...this value is added to the time the player has to need to respawn, and it will purely depend on what kind of lifeform he was...

    If a player died as an onos, he'd for instance get an additional 5-6 seconds in the spawn queue...fades would get a 3-4 second penalty etc...skulks..none...etc...
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Yes multiple onos are gg. In combat they have way too much health and with redemption, carpace and regen they are nearly unkillable. Besides that they have stomp and devour. One holding entire squads in their tracks the other beeing insta kill.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited September 2004
    It wouldn't be that much of a problem if you could still go for sg. But in b5 the shotgun is pretty much useless for killing skulks, so hmg is the way to go. Unfortunatly it doesn't deal enough damage in a single shot, so the onos will redeem in almost every single case /:
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    now this topic is so much more valid than the focus fade topic.

    Take redemption out of combat, or make it cost 2 points, its a simple, but effective fix.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    edited September 2004
    I would agree with a redem cost of 2 levels.

    And maybe make redem just a bit more reliable. Some games I can keep dying to just one solo HMGer, where other games I'll keep getting redemed when most of the marine team is shooting me. More reliable in maybe like it looks at OVERALL hitpoints, not just the health.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    jp+hmg=dead onos

    always
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Onos was 5 levels previously. Now it's only 4. Allows for regen/carapace/redemption/adrenal/stomp. (Previously you had to drop one of those.)
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    By the time a player can go onos with all those upgrades the game time should be close to the time limit. Just as I said multiple times in multiple threads if at least half of the alien team (decent players) evolves to higher lifeforms it's not possible for marines to win the game. This is no issue with the default time limit (even at 15 minutes it's not much of a problem in most games) because the game should be decided BEFORE the limit limit is reached (which means around 8-9 minutes). If marines fail to kill the hive in (default) time aliens will win because you don't have one onos vs a team of marines but a team of oni vs a team of marines. In a 1on1 or even 1on2 situation the alien (fade or onos) will most of the time come out on top.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    The problem with many onos is that once the onos dies he has to re-evolve for a long time to get back into the action


    If he has redeem get near the hive where the onos is and finish him off, and he's screwed.


    Next, the combat onos isn't even overpowered compared to the fade or webs or xeno
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited September 2004
    Making redemption more reliable and cost more sounds like it would work.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem with many onos is that once the onos dies he has to re-evolve for a long time to get back into the action<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> But surely, since there are multiple onos, the aliens aren't totally doomed while one guy regestates? And if he has redemption he's unlikely to die in the first place...

    And you're not getting anywhere near the hive if 2 onos have any say in it. Although that would depend on the circumstances, like which map, and how many players...
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    I agree with Forlorn... :\

    JP HMG can completely destroy an onos, and if it does not (ie: redeemed), then he's back at the hive healing. So long as webs aren't present, in most cases it's not too hard to rush the hive and finish off the Onos.

    On top of that, JP HMG make excellent hit and run attacks on the hive to kill off gestating players.


    If players still spawned as onos, then I would agree it's a bit much, but in it's current state I think it's fine.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    The Combat Onos, I believe it's overpowered

    no **** sherlock
  • VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
    One majior problem is people don't chase the onos, if he's running he's hurt and should be an easy kill.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    When I saw the topic at first, I thought it was another complaint saying "OMG! TEH ONOS IS TEH WEAK! IT NEEDS 1000 MORE HEALTH!"

    But I guess its one of the ONLY topics I have ever seen that said it was too powerful.
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    I really don't believe this is the case. The onos isn't even hard to hit, can't really dodge fire and everytime I see a cara/regen/redemption onos, they still fall pretty fast if fire is focused. Xeno and webs are still the killers in Combat, and compared to fades, the onos isn't all that.
  • skulkseskulkse Join Date: 2003-03-20 Member: 14719Members
    edited October 2004
    <!--QuoteBegin-Forlorn+Sep 29 2004, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 29 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->


    If he has redeem get near the hive where the onos is and finish him off, and he's screwed.

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    that wont happen, except on small co maps, to much distance to travel. i have also seen onos devour 1 marine get redeemed and land directly on a waiting marine and devour him almost instantly right next to the hive. then the poor saps that run in to finish it get trashed by the said onos who is back near full hp. i suppose it depends on your skill level and team/teamwork
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    Yes, but if you're fighting a fully upgraded onos, you (or most of your team) should also be fully upgraded. Chase him down and kill him. Odds are somebody on your team has a jetpack and heavy machinegun, it doesn't take a lot of bullets to kill an onos who just redeemed.

    If you're fighting against an onos with one or two upgrades, just keep chasing after him. He's big, runs slow, and isn't as strong as you think.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Lol chase an onos. You make me laugh. You make it sound like JPs are invulnerable to onos. When im an onos i laugh at JPs. There are very few rooms where i can´t at least gore them even if they fly on the ceiling. Usually if im onos and hit a squad of marines i just stomp them, devour the JP out of the air and gore another 2-3 light rines till i redeem. Blam! 4 rines out of the picture and with regen and hive heal im back in a few seconds for more fast food. And i always take celerity so those suckers stand no chance to outrun/fly me. And if it happens just go arount a corner. Then the Jp has 2 choices. Follow you and get devoured as soon as he rounds it or leave you and allow you to regen back to full health. If we have multiple onos i have yet to see that we loose a game.
  • DnomDnom Join Date: 2004-04-25 Member: 28173Members, Constellation
    <!--QuoteBegin-Recoup+Sep 30 2004, 07:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Sep 30 2004, 07:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When I saw the topic at first, I thought it was another complaint saying "OMG! TEH ONOS IS TEH WEAK! IT NEEDS 1000 MORE HEALTH!"

    But I guess its one of the ONLY topics I have ever seen that said it was too powerful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lol yeah, we were complaining when it was too weak and now its coz its too strong <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    <!--QuoteBegin-Jaml+Oct 1 2004, 05:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Oct 1 2004, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol chase an onos. You make me laugh. You make it sound like JPs are invulnerable to onos. When im an onos i laugh at JPs. There are very few rooms where i can´t at least gore them even if they fly on the ceiling. Usually if im onos and hit a squad of marines i just stomp them, devour the JP out of the air and gore another 2-3 light rines till i redeem. Blam! 4 rines out of the picture and with regen and hive heal im back in a few seconds for more fast food. And i always take celerity so those suckers stand no chance to outrun/fly me. And if it happens just go arount a corner. Then the Jp has 2 choices. Follow you and get devoured as soon as he rounds it or leave you and allow you to regen back to full health. If we have multiple onos i have yet to see that we loose a game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wow, terrific ego-stroke there. Now enough about you. How about the rest of the pub oni that aint that l3370r as compared to you? Or about the "3|337" jetpackers on a similar skill level with you that mow down kharaa like an angry mob?

    Less ego more reality.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin-Icejelly+Oct 1 2004, 04:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icejelly @ Oct 1 2004, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Jaml+Oct 1 2004, 05:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Oct 1 2004, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol chase an onos. You make me laugh. You make it sound like JPs are invulnerable to onos. When im an onos i laugh at JPs. There are very few rooms where i can´t at least gore them even if they fly on the ceiling. Usually if im onos and hit a squad of marines i just stomp them, devour the JP out of the air and gore another 2-3 light rines till i redeem. Blam! 4 rines out of the picture and with regen and hive heal im back in a few seconds for more fast food. And i always take celerity so those suckers stand no chance to outrun/fly me. And if it happens just go arount a corner. Then the Jp has 2 choices. Follow you and get devoured as soon as he rounds it or leave you and allow you to regen back to full health. If we have multiple onos i have yet to see that we loose a game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wow, terrific ego-stroke there. Now enough about you. How about the rest of the pub oni that aint that l3370r as compared to you? Or about the "3|337" jetpackers on a similar skill level with you that mow down kharaa like an angry mob?

    Less ego more reality. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Whats leet at being onos? Its the most nub friendly lifeforms the aliens have. Lets see

    - Insane amounts of health.
    With redemption, carpace and regen you are nearly invincible against less than 3 hmg marines.

    - Stomp/Devour
    You practically get an area of effect weapon that requires minimum amounts of skill to use (just look in their general direction) with an instagib feature. How hard is it to eat a marine that cant move? Ok picking JP out of the air is a little harder but not that much. Just gore them if its too hard for you.

    - You´re huge. Ns is composed mostly of low ceilings and narrow corridors. No way a JP can slip past you there. Just spam gore and again point in his general direction. If you hit his aim is totally thrown off and if not for knockback there is about half a second where he cant gain any upward thrust if he tries to take off again. It totally messes up his JP.

    Onos is insanely easy to play right. Fading and skulking requires 100 times more skill. The only thing to remember as an onos is to use the corridors to your advantage if there are more than 3 marines. Else just rush, stomp, eat the first gore the second and the 3. hasn´t enough firepower once he can move again so just gore him or toy around with stomp to give the late joiners something to chew at.
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    As has been said already, combat maps are small and cramped.

    There are very few places on any of the combat maps where JP'ers can safely fly out of the way of Onoses.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    edited October 2004
    <!--QuoteBegin-Skyrage+Sep 29 2004, 08:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skyrage @ Sep 29 2004, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know, it is true that the onos should be this powerful (if not more)...

    A good way to "balance" combat would be by giving each life-form a time value...this value is added to the time the player has to need to respawn, and it will purely depend on what kind of lifeform he was...

    If a player died as an onos, he'd for instance get an additional 5-6 seconds in the spawn queue...fades would get a 3-4 second penalty etc...skulks..none...etc... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thank you. Finally someone else sees the light. With this system we could drop the entirely undesirable evolution time (which is dull and usually pointless) and instead give the marines an advantage based on the quality of the kill.

    Of course, there could well be a good coding reason why this is unfeasible.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    With no added death penalty for skulks (and I assume gorges too), it puts immense emphasis on xenocide spam and web spam, which are IMHO, potentially more game/balance breaking than a few onos running around. Not to mention a player can switch between xeno spam and web spam with relative ease, considering they are the SAME upgrade.

    Granted, in some of the levels, an Onos train is quite unstoppable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.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--> x4
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