make empty exo suit damagable when dropped by commander
clankill3r
Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
It would be really nice if the exo suits dropped by a commander can be attacked before they are taken.
They should have full health like a exo with a player in it, just easier to attack since it stands still and doesn't fire back.
Now you see a empty exo suit and think, damn that's gonna hurt us.
They should have full health like a exo with a player in it, just easier to attack since it stands still and doesn't fire back.
Now you see a empty exo suit and think, damn that's gonna hurt us.
Comments
They should have full health like a exo with a player in it, just easier to attack since it stands still and doesn't fire back.
Now you see a empty exo suit and think, damn that's gonna hurt us.<!--QuoteEnd--></div><!--QuoteEEnd-->
Is it currently unable to be damaged?
I don't know why, but I never thought about this, I just assumed it was the case!
Marine can kill an onos egg in 1 second, Aliens should at least be able to kill an unmanned exo suit..
I don't know why, but I never thought about this, I just assumed it was the case!
Marine can kill an onos egg in 1 second, Aliens should at least be able to kill an unmanned exo suit..<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here. Seems sensible. As an alien commander I constantly crap myself when marines walk next to an onos egg.
I thought that myself when i played around in Explore mode i was like wtf, well i understand a Exo is really heavy. So why can't a Onos crush a teleporter or do some walking damage to it.
Makes me sick
Then when we built a hive in the room and there were STILL UNKILLABLE exosuits sat in our hive.... Was even funnier when a marine walked into our hive and picked up the exo suit....
It was <i>really</i> fun....
Makes me sick<!--QuoteEnd--></div><!--QuoteEEnd-->
Onos are actually herbivores. They are on a diet and just have heavy bones that make them look so fat. :(
They even stopped eating marines once someone told them that they are not giant cucumbers.
... +1 for original idea!
Then when we built a hive in the room and there were STILL UNKILLABLE exosuits sat in our hive.... Was even funnier when a marine walked into our hive and picked up the exo suit....
It was <i>really</i> fun....<!--QuoteEnd--></div><!--QuoteEEnd-->
I ROFLed so hard. :D
Not to be able to damage an unmanned exo is awkward enough, but your story skyrockets the absurdity.
<!--quoteo(post=2035057:date=Nov 26 2012, 02:59 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Nov 26 2012, 02:59 PM) <a href="index.php?act=findpost&pid=2035057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->with that thought. make it so that weapons can be gobbled by aliens. except if they don't have <strike>teeth</strike> cameras in their mouths, mind.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would totally agree aliens to be able to destroy dropped human weapons, BUT the weapons should therefor stay forever until destroyed. I find it silly that weapons disappear without reason. I know, balancing and stuff, but still silly.
<!--quoteo(post=2035156:date=Nov 26 2012, 06:02 PM:name=bERt0r)--><div class='quotetop'>QUOTE (bERt0r @ Nov 26 2012, 06:02 PM) <a href="index.php?act=findpost&pid=2035156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Equipment should disapear if it is not within a certain range of an armory/protolab for some time. Damaging unmanned exosuits doesnt make sense to me. There are more valuable targets in a marine base, like the powernode for instance.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, disappearing weapons don't make sense to <i>me</i> - at all. I understand that Marines and Alien corpses disappear for performance reasons, but weapons should stay forever until destroyed by aliens and maybe dissolved on infestation after a while, that would actually give a reason to magical disappearances of weapons!
We should allow aliens to pilot the exos.
We should allow aliens to pilot the exos.<!--QuoteEnd--></div><!--QuoteEEnd-->
Gorges only. The bullets would be changed to spit, and the claw would be changed to bile bomb.
We should allow aliens to pilot the exos.<!--QuoteEnd--></div><!--QuoteEEnd-->
Battle Gorge to the victory and beyond.
Then when we built a hive in the room and there were STILL UNKILLABLE exosuits sat in our hive.... Was even funnier when a marine walked into our hive and picked up the exo suit....
It was <i>really</i> fun....<!--QuoteEnd--></div><!--QuoteEEnd-->This can be as a part of marine commander strategy, you got a lot of res? make proto in each claimed tech point, drop 3-4 exos and forget about that base, also you can sell all stuff except CC and Rt.
it does not matter anymore, marines can simply walk-in get exos and kill possible hive if any :D .. make long end-game short.
I tend to favor marines, but I support this idea, its really rather fair considering I've poped a few onos eggs so far, which really sucks for the poor onos and the aliens, they should have a chance to do the same.
Seems obvious, maybe something they haven't noticed. I've been sad to see exos that I can't touch just sitting there. Not sure how much health they should have, do onos eggs have more health than normal ones? seems both should be pretty darn strong
<img src="http://i.imgur.com/fCm2Qh.jpg" border="0" class="linked-image" />
turned into this,
<img src="http://i.imgur.com/Ze9a3h.jpg" border="0" class="linked-image" />
onos should be able to TRAMPLE rines when they are knocked down... at least.
+1
this is a no-brainer - onos/fade/lerk/gorge eggs can be easily killed, as should unoccupied suits...
The only downside is the inconsistency in being able to damage exos but not other commander dropped weapons/tech. Although I'm not saying that I would prefer the aliens be able to damage jetpacks and stuff too.
Although onos eggs can be killed and exos can't, I wouldn't compare them directly, as you don't know which egg contains an onos, or if one even does. So you can't exactly target the onos, but if exos were damageable, you could target the exo. This is fine I think though, as marines have an easier time getting back to base to defend stuff than aliens (due to phase gate and beacon).
Sure, the exo's should be damageable, and so should the jetpacks, and skulks should be able to hold onto a freaking rifle to take it away. It sounds like a good idea, even a logical one, but production wise UWE has enough things to do on their plate before they program in a droppable exo essentially a building that disappears when picked up by a marine. And don't forget, droppable exos on average last for 30 seconds, and probably see their way into about 1/10 games.
So -1 because I'd rather even have first person spectating.
Marines no longer have the "shared res pool" to fall back on as to why they can "share weapons"...it now creates issues and prolongs turtles.
Each weapon should only be able to be fired by the 1 owner.
This stops your enemy using your gun against you, when real marines run out of ammo they just start swinging like a club until they die...
It would address the turtling issue after all aliens cant recycle a corpse (hmm the frankenstein upgrade....) and allowing marines to recycle weapons breaks part of the balance and reduces the risks of dieing to totally negligible...after all someone should be able to pick your gun up (unless you have gone rambo...) meaning your team does not lose the res.