Skulks on Exos. . .

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
edited November 2012 in NS2 General Discussion
<img src="http://i.minus.com/ibaHxU6TjXr5fB.gif" border="0" class="linked-image" />

Does anyone else feel like the exo is being <u>way too generous</u> when it could otherwise just plow them?

I'm thinking that if you jetjump as an exo if a skulk is foolish enough to be underfoot when it lands that they should be dead

Likewise after stomp an onos should just be able to jump on marines or off of a balcony and inflict that 200 damage special that they do to structures

Actually yeah why not have the alt attack against downed foes + balcony jump?

<i>I'd be willing to take fall damage for that one</i>

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Comments

  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    lol fun idea, its already in with eggs but I think if anything I would rather see the onos stomp and then trumple marines more than exo crush skulks as exos are already hard enough to kill on 1 hive :P against skulks and no gorge BB
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Picture made me laugh due to its accuracy. Would be really unbalanced though. Skulks are probably the best unit for taking down exos, if they could just crush them underfoot so easily they would be godmode pretty much.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited November 2012
    <b><u>arnyboy87:</u></b>

    Somewhat a sidenote:

    There's a decent chance that onos egg spam will see a nerf or even a compete metagame rework soon so onos being able to crush stuff too would be a good tweak if this goes down

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    <u><b>statikg:</b></u>

    I've argued for a bit that Exos aren't quite there yet with skilled people in jetpacks trumping them many times

    If no skulk stomp than a slight 15% speed bonus would be another option

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  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I think exos are balanced really good right now. Maybe bilebomb is a little bit weak against armor in general. But exos having problems with skulks is intentional and would be unfair otherwise. Skulks are already weak enough in the endgame. And an Exo should not go rambo anyway. If you have marines that secure you, skulks are no problem.
  • Lt. LizardLt. Lizard Join Date: 2012-11-06 Member: 167595Members
    Exo hunting are one of the few useful things a skulk can do in the endgame without feeling like going against brick wall. So no, making exo-suits basically skulk-proof is not a good idea in my book.

    As someone said above, exos are one of the most-balanced things in the game currently. In fact, if there is some re-balancing that needs to be done at marine side, I would suggest to look at jetpack first and foremost. 10 pres to make competent marine untouchable by pretty much anything that is not an onos (and if marine is good with jetpack even onos will fail to kill him more often than not) is a bit<i> too good</i>.
  • FenFen Join Date: 2010-07-26 Member: 72843Members
    edited November 2012
    <!--quoteo(post=2013996:date=Nov 7 2012, 02:40 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Nov 7 2012, 02:40 PM) <a href="index.php?act=findpost&pid=2013996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If no skulk stomp than a slight 15% speed bonus would be another option<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd say jump => knocks skulks back (not much but enough to make it easier to aim at them) same way onos knocks people down to have an easier time chomping them or fleeing.
    (Yeah,i knowgetting knocked down stops attacks and everything but skulks aren't as durable as marines so no need to punish them too much i guess)
    Maybe making it so it can't be spammed...
  • Chuck7Chuck7 Join Date: 2005-07-09 Member: 55530Members
    I like how it is now. The Exo can be a powerful tool if protected by other units. A marine with welder/flamethrower does wonders when protecting/repairing an exo. I am happy it has a counter, but it's counter also has a counter. So anticipate the skulk rush, and protect those things!
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I like where exos are right now. They're not a one-stop solution for overpowering the aliens like Heavies were, they need careful support from their team. They're huge powerhouses but they're also vulnerable in many ways. Shooting skulks at your own feet is probably the biggest skill curve of the exo, it takes restraint to pick them off calmly and carefully without panicking and losing your target in all the flashy effects.
  • BearTornadoBearTornado Join Date: 2012-11-02 Member: 166223Members
    edited November 2012
    A single marine can make the difference for your exos, although multiple marine escorts may be necessary in some situations.

    I had a fantastic match where I was covering 2 exos. I had a jetpack, grenade launcher, and welder.

    It's possible that the aliens didn't focus on me as much as they should have, but as long as I fired the occasional grenade at the exo's feet they didn't have to focus as much on enemies that were attacking them.And when I was repairing both would cover me on either side so that inc aliens wouldn't be able to remove the welder keeping the exos going.

    This game focuses heavily on teamwork, even the almighty onos can't last long against sustained fire from T3 weapon marines or exos unless a gorge is keeping him in the fight or he is retreating to a crag-spammed position. Look out for your teammates and your games will feel much better, because you'll either win together or lose together and not feel like someone could've done a better job.
  • minos_minos_ Join Date: 2012-11-01 Member: 165722Members
    The exo being able to crunch eggs is bad enough (it's not like marines need help egglocking hives...) and really, the exo is in a pretty good spot right now. I do like the suggestion someone added of Oni being able to push other units around. Nothing quite like charging down a 20 meter hall and ramming a marine only to... come to a dead stop. And speaking of dead stops, I can hardly count the number of times I have been fleeing as an onos with charge only to get blocked from doing so by a lerk or gorge, getting me killed.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    i like the idea of exo-crush, but at the same time i like the power skulk has in end game because of this.
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    edited November 2012
    Having them require teamwork to utilise seems pretty good design to me.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    when exos die they should explode causing huge aoe dmg, similar to the old ARC cannons
  • ReluctantPuppetReluctantPuppet Join Date: 2012-11-05 Member: 167394Members
    Just have your friends fire grenades in your general direction.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    or don't go out by yourself
  • baphometsayshibaphometsayshi Join Date: 2011-06-20 Member: 105543Members
    Current game exo implementation is fine.

    If your exosuits die its because they weren't supported properly.

    Simple as that.
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