<!--quoteo(post=2027775:date=Nov 18 2012, 03:54 AM:name=purephoenix)--><div class='quotetop'>QUOTE (purephoenix @ Nov 18 2012, 03:54 AM) <a href="index.php?act=findpost&pid=2027775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"it costs less because it IS less".... that's a poor argument An onos is 75 res and is more than the 75 res exo.
So why does the double MG exo cost 75? Because it's broken.<!--QuoteEnd--></div><!--QuoteEEnd-->
Will you idiots stop saying aliens op before I break some face?
One 50 res heavy with one MAC is REALLY strong and hard to deal with, and together cost less than 75 res, AND are EASIER TO PLAY!
Aliens take more skill, deal with it, stop complaining subliminally.
________
Flamethrower would be cool, but you have to keep in mind that flame is very strong against structures and marines can already destroy structures fast enough from a distance with the machine guns... so the flamethrower bot might have to lose the melee attack.
<!--quoteo(post=2029238:date=Nov 19 2012, 09:44 PM:name=Calin)--><div class='quotetop'>QUOTE (Calin @ Nov 19 2012, 09:44 PM) <a href="index.php?act=findpost&pid=2029238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will you idiots stop saying aliens op before I break some face?
One 50 res heavy with one MAC is REALLY strong and hard to deal with, and together cost less than 75 res, AND are EASIER TO PLAY!
Aliens take more skill, deal with it, stop complaining subliminally.
________
Flamethrower would be cool, but you have to keep in mind that flame is very strong against structures and marines can already destroy structures fast enough from a distance with the machine guns... so the flamethrower bot might have to lose the melee attack.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dude Chill out! First we're just comparing Onos with Exo, wich are currently the best you can get for your res. So just forget the view of multiple skulks against an exo vs multiple marines against an onos. Of course it's easier for the marines. Nonetheless you got to admit that comparing both regardless of anything else, the onos will win against an exo unless it's stupind enough to run all the way down a long corridor towards the exo.
Oh and by the way the 50 res exo plus the mac cost just 5 res less than the onos! Don't forget that you have to pay to build the robotics factory for 15 res! And I'm not even counting the res you have to expend researching it in which case it's alot more expensive!! You have to build a second base (40res), a prototype lab and so on...
the flame thrower's DPS is awful, i don't know why it couldn't replace the fist, I'm pretty confident that replacing the fist would actually lower it's DPS, but would give it more utility.
Ellen RipleyJoin Date: 2012-11-06Member: 167803Members
50 res exo definitely needs something. Not sure what they need, but I never buy them anymore. They're a waste of res. Comm would be better off pumping out MAC units to support the dual minis than shelling out for more Rockem Sockem Exos.
The only situation I could see them being used in is if no one has the res to get a dual mini and it's absolutely necessary to have exos, any exos, <u>right now</u>. In that case you've probably already lost.
<!--quoteo(post=2029766:date=Nov 20 2012, 07:04 AM:name=Ellen Ripley)--><div class='quotetop'>QUOTE (Ellen Ripley @ Nov 20 2012, 07:04 AM) <a href="index.php?act=findpost&pid=2029766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->50 res exo definitely needs something. Not sure what they need, but I never buy them anymore. They're a waste of res. Comm would be better off pumping out MAC units to support the dual minis than shelling out for more Rockem Sockem Exos.
The only situation I could see them being used in is if no one has the res to get a dual mini and it's absolutely necessary to have exos, any exos, <u>right now</u>. In that case you've probably already lost.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know I'm repeating myself but noone has yet replied to that idea. How about a freeze-gun? You could render the aliens alot slower but without necessarily damaging them, making it useless on it's own but as a support unit it would become indispensable!
Ellen RipleyJoin Date: 2012-11-06Member: 167803Members
Personally, I'd hate that. A slow alien is a dead alien. If it slowed them down below standard speed (sans celerity) then I don't want it.
The flamethrower already reduces energy regen (disabling special abilities), does damage over time (disabling celerity), and burns away alien gases (clearing spores and umbra). But, it does little damage unless focused for some time, alien vision counters the vision obscuring effects of flame and they still have a chance to escape if they're good.
They need something that doesn't overpower them, but gives them more utility. I'm not sure if the flamethrower is it or not. I'd kind of like to see them equipped with a welder so they can be more useful defending res nodes and secondary/tertiary bases, but they may need their armor reduced a bit to compensate. Wouldn't want tanks being used to chain weld each other...
Actually, I'd love to see an Aliens powerloader style claw replace the fist and allow a well aimed attack to grab skulks and squish them like a squeeky toy.
<!--quoteo(post=2031806:date=Nov 21 2012, 06:40 PM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Nov 21 2012, 06:40 PM) <a href="index.php?act=findpost&pid=2031806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Want to make the 50 res EXO somewhat useful?
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Remove the hand and install a <b>WELDER</b><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
So instead of a mac train you get a exo train, exos weldin exos? seems a bit overkill
Make the base exoskeleton cost 30 res and let the Marine Commander be only able to drop the blank skeleton. Afterwards the player needs to go to the next Prototype Lab and buy the upgrades that he wants to add to that Exo: Minigun, Flame Thrower, Grenade Launcher, Shotgun or Rail Gun. Each costing varying amounts of res. After the Marine Commander researched Dual Wielding, the Exo can buy another weapon for his spare hand but at the cost of that respective weapon. And of course should the Marines be able to exit Exos at any time, in case someone entered the blank skeleton without being able to actually afford a weapon for it. This would also allow Marines to wield Exos themselves at the risk of being caught off guard by Aliens while they are outside of their suit.
<!--quoteo(post=2031806:date=Nov 21 2012, 09:40 PM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Nov 21 2012, 09:40 PM) <a href="index.php?act=findpost&pid=2031806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Want to make the 50 res EXO somewhat useful?
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Remove the hand and install a <b>WELDER</b><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
As much as I like the idea from a marine perspective, I think the whole "Exo's Welding Exo's" would be pretty bad. Welding MAC's or marines is fine as they are (relatively) squishy.
Personally, and I know this is complicated so unlikely to happen soon (if ever) I'd like to see Custom Exo's where when you buy your suit you can choose the weapon you want.
As an example, the 50 res Exo would give you a choice of say Heavy Flamethrower, Heavy Chaingun (what we have now) or Heavy Grenade Launcher.
Then once dual exo's are researched, the player can purchase the 75 RES version and choose between two weapons, and add some variety. Flamer + Chaingun? Dual Flamer, Dual Grenades? Wooo!
Comments
An onos is 75 res and is more than the 75 res exo.
So why does the double MG exo cost 75? Because it's broken.<!--QuoteEnd--></div><!--QuoteEEnd-->
Will you idiots stop saying aliens op before I break some face?
One 50 res heavy with one MAC is REALLY strong and hard to deal with, and together cost less than 75 res, AND are EASIER TO PLAY!
Aliens take more skill, deal with it, stop complaining subliminally.
________
Flamethrower would be cool, but you have to keep in mind that flame is very strong against structures and marines can already destroy structures fast enough from a distance with the machine guns... so the flamethrower bot might have to lose the melee attack.
One 50 res heavy with one MAC is REALLY strong and hard to deal with, and together cost less than 75 res, AND are EASIER TO PLAY!
Aliens take more skill, deal with it, stop complaining subliminally.
________
Flamethrower would be cool, but you have to keep in mind that flame is very strong against structures and marines can already destroy structures fast enough from a distance with the machine guns... so the flamethrower bot might have to lose the melee attack.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dude Chill out! First we're just comparing Onos with Exo, wich are currently the best you can get for your res. So just forget the view of multiple skulks against an exo vs multiple marines against an onos. Of course it's easier for the marines. Nonetheless you got to admit that comparing both regardless of anything else, the onos will win against an exo unless it's stupind enough to run all the way down a long corridor towards the exo.
Oh and by the way the 50 res exo plus the mac cost just 5 res less than the onos! Don't forget that you have to pay to build the robotics factory for 15 res! And I'm not even counting the res you have to expend researching it in which case it's alot more expensive!! You have to build a second base (40res), a prototype lab and so on...
The only situation I could see them being used in is if no one has the res to get a dual mini and it's absolutely necessary to have exos, any exos, <u>right now</u>. In that case you've probably already lost.
Rocket launcher exo would be cool.
<img src="http://images.dakkadakka.com/gallery/2009/10/15/58704-Dreadnought,%20Hellfire%20Dreadnought.jpg" border="0" class="linked-image" />
The only situation I could see them being used in is if no one has the res to get a dual mini and it's absolutely necessary to have exos, any exos, <u>right now</u>. In that case you've probably already lost.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know I'm repeating myself but noone has yet replied to that idea. How about a freeze-gun? You could render the aliens alot slower but without necessarily damaging them, making it useless on it's own but as a support unit it would become indispensable!
The flamethrower already reduces energy regen (disabling special abilities), does damage over time (disabling celerity), and burns away alien gases (clearing spores and umbra). But, it does little damage unless focused for some time, alien vision counters the vision obscuring effects of flame and they still have a chance to escape if they're good.
They need something that doesn't overpower them, but gives them more utility. I'm not sure if the flamethrower is it or not. I'd kind of like to see them equipped with a welder so they can be more useful defending res nodes and secondary/tertiary bases, but they may need their armor reduced a bit to compensate. Wouldn't want tanks being used to chain weld each other...
Actually, I'd love to see an Aliens powerloader style claw replace the fist and allow a well aimed attack to grab skulks and squish them like a squeeky toy.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Remove the hand and install a <b>WELDER</b><!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Remove the hand and install a <b>WELDER</b><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
So instead of a mac train you get a exo train, exos weldin exos? seems a bit overkill
Afterwards the player needs to go to the next Prototype Lab and buy the upgrades that he wants to add to that Exo: Minigun, Flame Thrower, Grenade Launcher, Shotgun or Rail Gun. Each costing varying amounts of res.
After the Marine Commander researched Dual Wielding, the Exo can buy another weapon for his spare hand but at the cost of that respective weapon.
And of course should the Marines be able to exit Exos at any time, in case someone entered the blank skeleton without being able to actually afford a weapon for it. This would also allow Marines to wield Exos themselves at the risk of being caught off guard by Aliens while they are outside of their suit.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Remove the hand and install a <b>WELDER</b><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
As much as I like the idea from a marine perspective, I think the whole "Exo's Welding Exo's" would be pretty bad. Welding MAC's or marines is fine as they are (relatively) squishy.
Personally, and I know this is complicated so unlikely to happen soon (if ever) I'd like to see Custom Exo's where when you buy your suit you can choose the weapon you want.
As an example, the 50 res Exo would give you a choice of say Heavy Flamethrower, Heavy Chaingun (what we have now) or Heavy Grenade Launcher.
Then once dual exo's are researched, the player can purchase the 75 RES version and choose between two weapons, and add some variety. Flamer + Chaingun? Dual Flamer, Dual Grenades? Wooo!
Just my personal fantasy :P