How to kill an Onos v1.0
Davil
Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
<div class="IPBDescription">aka. Onos killing for dummys</div>So I notice a lot of people having trouble killing an onos. So much so that people immediately will leave game when one comes out. So I used to really really really hate the flamethrower cause it's damage is so slow and I really can't reliably kill skulks with it. But after the changes to it, I must say it's a bit more viable now. This is especially true when it comes to onos and particularly regen onos or onos with gorge.
Let's take a quick look at the flamethrower. It does 3 damage per second per stack up to a maximum of 20 stacks in ignite damage. So at a maximum that's 60 damage per second, not a lot considering the onos has 1900 health or 2300 with carapace. However, it also does 7.5 base damage per hit, which is a fair number considering lmg bullets do 10. Now the nice part is armor doesn't effect the damage of the flamethrower so it's a solid 60 per tick + 7.5, but it does take roughly 8 seconds of application to get the full 20 stacks. In addition to this, it also reduces energy regeneration by 60%. If you've played an onos you know energy can easily be a problem even with adrenaline, and this is also a huge problem for gorges trying to heal him if they're also caught in the fire. And it also eliminates spores and umbra, clearing the way for your teammates to do full damage with bullets.
So how fast exactly does a flamethrower kill an onos? Well after extensive testing I've found that un-upgraded, the flame thrower will kill an un-upgraded stationary onos in 3 tanks. So that's a third of their health per reload. With weapons level 2 it takes less than 2 full tanks. Now the dinky flamethrower is starting to seem pretty useful all of a sudden right? So what if everyone gets a flamethrower? Well I haven't been able to test the effects of multiple flame throwers, not sure if the burn stacks are counted separately or together, if the latter is the case then more is better. Either way it's a very effective weapon vs onos.
Now my suggestion isn't for everyone to rush flame throwers and everyone get one, but a good balance between a flamethrower and 1 or 2 lmgs should be able to turn away an onos and chase him down with out him managing to charge away due to energy shortage. I highly recommend getting flamethrowers when you see an onos and seeing if it doesn't help out a lot.
Let's take a quick look at the flamethrower. It does 3 damage per second per stack up to a maximum of 20 stacks in ignite damage. So at a maximum that's 60 damage per second, not a lot considering the onos has 1900 health or 2300 with carapace. However, it also does 7.5 base damage per hit, which is a fair number considering lmg bullets do 10. Now the nice part is armor doesn't effect the damage of the flamethrower so it's a solid 60 per tick + 7.5, but it does take roughly 8 seconds of application to get the full 20 stacks. In addition to this, it also reduces energy regeneration by 60%. If you've played an onos you know energy can easily be a problem even with adrenaline, and this is also a huge problem for gorges trying to heal him if they're also caught in the fire. And it also eliminates spores and umbra, clearing the way for your teammates to do full damage with bullets.
So how fast exactly does a flamethrower kill an onos? Well after extensive testing I've found that un-upgraded, the flame thrower will kill an un-upgraded stationary onos in 3 tanks. So that's a third of their health per reload. With weapons level 2 it takes less than 2 full tanks. Now the dinky flamethrower is starting to seem pretty useful all of a sudden right? So what if everyone gets a flamethrower? Well I haven't been able to test the effects of multiple flame throwers, not sure if the burn stacks are counted separately or together, if the latter is the case then more is better. Either way it's a very effective weapon vs onos.
Now my suggestion isn't for everyone to rush flame throwers and everyone get one, but a good balance between a flamethrower and 1 or 2 lmgs should be able to turn away an onos and chase him down with out him managing to charge away due to energy shortage. I highly recommend getting flamethrowers when you see an onos and seeing if it doesn't help out a lot.
Comments
Shotgun > Flamer imho, shotties do absurdly good damage versus Onsys, especially considering they're shooting pellets. Bloody pellets. They should just bounce off the bone armor but what do I know...
Without aliens having focus, the armor 3 flamethrower marine is a pretty menacing foe as they can shut down your energy if you aren't careful.
Shotgun > Flamer imho, shotties do absurdly good damage versus Onsys, especially considering they're shooting pellets. Bloody pellets. They should just bounce off the bone armor but what do I know...<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not saying do it alone, you aren't going to solo an onos unless he's REALLY REALLY REALLY bad. But with a team if you can manage to keep a fairly constant stream and even get a full tank in, that should be significant damage. A shotgun does a maximum of 170 per shot and with 8 rounds that's all of 1220 damage if everyone of those pellets hits. It does also take roughly 7 seconds minimum to unload the shotgun. So with aiming figured in more like 9 or 10. A flame thower's burn damage at it's peak will do 60 over 6 seconds, which is 360 plus the other damage which should be atleast 480, so 840 minimum over about the same amount of time. The shotgun will do more damage but won't prevent the onos from running or attacking which is the main draw of the flame thrower. Combining the two is probably for the best.
Marines should feel bad when a skulk takes a chunk out of their knee, yet they still keep jumping and shooting like nothing has happened. I want them to start limping, lose HP due to blood loss, and decrease their accuracy!
Being unable to see isn't a fun gameplay mechanic.
This is true but there's already a few alien weapons specifically designed to make it harder for marines to see (spit, BB, spores). I think that non-proliferation of annoying gameplay mechanics would be a good thing though...
Not only are you closest, but any sane onos knows he is screwed if a flamethrower is allowed to remain on the field. You will die first, because I hate ending up with no energy to attack or charge away.
Shotgun has the range advantage too, though.
What do you mean you're not talking about soloing the onos. Where's the fun in that.
Admittedly, soloing Onoses just doesn't happen anymore after they reduced sprint cd and removed slowdown after sprint. It's a bummer. Should be able to keep up with an Onos with a jp. But yeah maybe not. It was lame as hell. But fun. Lame still.
I like where they are going with the flamey though, it was a useless weapon last patch. Now there are choices to be made between Flamey and GL (Though GL is usually always the best)
Ya? Explain the gorge bile bomb on an exo then. Spores \ Blink.
I say we burn all the alien eyes with Fire and see how they feel!
Not really now that the Onos can run faster for longer than the JP. This means you cannot chase an onos for any length of time and you also cannot run away from one either. This means that unlike NS1, the onos does not have to worry about JPs too much, making onos really easy for noobs to survive in.
I like where they are going with the flamey though, it was a useless weapon last patch. Now there are choices to be made between Flamey and GL (Though GL is usually always the best)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think jetpack / onos balance is pretty goddamn awesome right now. You can't keep up to an Onos, which means you can't chase him for 10 minutes and eventually kill him with LMG. You can run from the Onos easily, but if you get too close he will dash at you and give you a hammering.
As for when to pick flamer, I'd say pick flamer when you're gonna go solo somewhere, like getting a base or RT up. When someone (fade, skulk, lerk whatever) attacks you, just lift off and spray, you prolly wont kill anything, but nothing will prolly kill you either. (It's not fun to win a battle but end up burning and zero energy to escape)
I like where they are going with the flamey though, it was a useless weapon last patch. Now there are choices to be made between Flamey and GL (Though GL is usually always the best)<!--QuoteEnd--></div><!--QuoteEEnd-->
edit: nevermind, onos ate my reply
As for when to pick flamer, I'd say pick flamer when you're gonna go solo somewhere, like getting a base or RT up. When someone (fade, skulk, lerk whatever) attacks you, just lift off and spray, you prolly wont kill anything, but nothing will prolly kill you either. (It's not fun to win a battle but end up burning and zero energy to escape)<!--QuoteEnd--></div><!--QuoteEEnd-->
Can you be more contradictory? First you state that a JP cannot keep up with an Onos (aka cannot outrun). Then the next sentence you state that it is possible to run away from an Onos as a JP (aka can outrun).
All these tactics that I've read on how to kill an Onos reads similarly to "How to kill a Raid Boss" in WoW. Unfortunately, we're playing a game where there are an equal number of Aliens as Marines. If you require 4 marines (of 75 total res... JP/SG/FT) to kill an Onos, then there should be 3 (0 res) Skulks around that you guys somehow forgotten.
And I want onos to accidentally trample gorges, leaving a gorge-shaped pancake as they charge away.
As somebody who often finds himself as a Gorge... sure, as long as I can heal spray myself back like it's Looney Toons.
Oh yes, why is this not a post 1.0 feature yet? I demand answers!
it's not problem to get onos down.
problem is :
WHAT ALIEN TEAM GETS DONE WHILE THAT ONOS IS ACTIVE
another problem is :
IF THAT ONOS PLAYS DEFENCIVE(wich he SHOULD do if he's only onos) YOU NEED ALMOST WHOLE MARINE TEAM TO KILL IT(and if that onos is heavily supported, it's impossible again), LEAVING WHOLE MAP UNPROTECTED.
third problem is :
UNLESS YOU DONT SUPRESS ALIEN TEAM RESOURCES ALIENS CAN START SPAMMING THOSE ONOSES, MAKING KILLING THAT FIRST ONOS EVEN MORE USELESS.
and here lies yet another problem in third problem, how the hell you kill alien resourcetowers where there is onos + rest of the alien team defending them ?
here is the problem(s), so please don't make another useless "how to kill onos" post or thread, THEY ARE USELESS.
and like i said billion times, because of these problems marines is IMPOSSIBLE to win( if onos comes TOO SOON, not talking when onos comes 15min + in the game ) if alien team has even SLIGHTEST clue what to do in the game, unless some armless players picks of the onos egg and basicly just SUICIDES it.
so please, if you have solution to problems what i mentioned PLEASE share them, if not, then shut it, and yes, it's already in common knowledge that you can "stop aliens using 6min onos tactic" if you DOMINATE earlygame, yeah, that's not really a solution is it ? because we are now talking about how to STOP that 6min onos tactic once aliens has already made onos, not before it.
thank you for reading.
In other news, to kill an Onos, you should have W3/Exos/JPs up by then.
In other news, to kill an Onos, you should have W3/Exos/JPs up by then.<!--QuoteEnd--></div><!--QuoteEEnd-->
well, i did not know that !
so i'm sorry.
ps. glad they chanced it, finally realizing how bad it was for the game.