Since they're considering letting marines exit exos

YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
Do you guys think it will be assigned to your marine? Like say you get out to weld it since no one else has one or wants to and another marine jacks your exo. That would suck. Though I cannot wait to bail out of an exo with a jetpack and shotgun to continue the good fight.
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Comments

  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I would really hope that you can't fit a jetpack inside an exo suit! They're quite chunky items strapped to your back... (plus that really would be OP!)
  • PhOeNiX4PhOeNiX4 Join Date: 2004-08-26 Member: 30912Members
    Yeah exo's should be tied to the player who enters/buys it first. If they get out the exo should persists in the world in a shutdown state and aliens can come along to bite it's remaining hp down.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    No jetpack and pistol only imho.
  • GrayWGrayW UK Join Date: 2009-12-18 Member: 69701Members
    There is no way you would / should be able to fit a Jet Pack inside an Exo and to do so would just be stupid.
    If they do allow eject then yes they Exo should also be tied to the player otherwise all hell will break loose with people jacking Exo's every 5 minutes. Grand Theft Exo!
    Pistol only is a bit harsh Biscum but nothing more than the M39 as it does compact down.

    (2nd Post attempt, lets see if it works this time)
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    edited December 2012
    Guess no one wants to hatch from the exo as a soaring super marine. But it would suck if you get out and get ganked by an alien which your team disposes of. Would the suit just stay there with no one from you team being able to enter it? Maybe it should be set to an unclaimed free exo if you should die. Just like weapons can be picked up by anyone if you die.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Or the player gets the choice of whether to relinquish control of the exo - that way if you want to get out and let someone else in, you can, but you don't run the risk of (as was eloquently put above...) grand theft exo.

    Although... it's a team game. In general, people are pretty good about giving back guns they've recovered when you get back in the fight, and perhaps it's simpler to trust people - on the whole - not to be muppets about this. Promote positive teamwork, and play on adminned servers where there can at least be consequences for those who are only there to troll or rambo.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Once you get in an EXO you already drop all your toys anyways, so my guess is once you exit an EXO you only have a rifle, pistol and axe. there is no welder in this equitation. You can however help construct stuff
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I hope we don't get the ability to exit Exos before the ability to enter Onos.
  • sharnrocksharnrock Join Date: 2012-11-02 Member: 166084Members
    will you be able to hop out and weld your own exo suit?
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    OH HELL YEAH, empty those dual miniguns RATATATATA ok now EJECT AND JETPACK INTO THE AIR - GRENADE SPAM all over your exo finish those pesky skulks - GUNS COOLED, TIME TO ROLL AGAIN - dive from 20 yds in the air into your cockpit and LET IT FLY

    No.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2043693:date=Dec 11 2012, 12:04 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Dec 11 2012, 12:04 PM) <a href="index.php?act=findpost&pid=2043693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OH HELL YEAH, empty those dual miniguns RATATATATA ok now EJECT AND JETPACK INTO THE AIR - GRENADE SPAM all over your exo finish those pesky skulks - GUNS COOLED, TIME TO ROLL AGAIN - dive from 20 yds in the air into your cockpit and LET IT FLY

    No.<!--QuoteEnd--></div><!--QuoteEEnd-->
    More like crawl out of your cockpit, build the extractor with your pistol for defense, and crawl back in to the exo to move on.
  • GrayWGrayW UK Join Date: 2009-12-18 Member: 69701Members
    <!--quoteo(post=2043686:date=Dec 11 2012, 05:47 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 11 2012, 05:47 PM) <a href="index.php?act=findpost&pid=2043686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope we don't get the ability to exit Exos before the ability to enter Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This made me chuckle
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    <!--quoteo(post=2043696:date=Dec 11 2012, 12:07 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 11 2012, 12:07 PM) <a href="index.php?act=findpost&pid=2043696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More like crawl out of your cockpit, build the ip with your pistol for defense, and crawl back in to the exo to move on.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    I like how this entire community is like WAH WAH WAH WAH WAH EXOS SUCK D***

    Then when they come to give them a small indirect buff

    HOLY F*** THIS IS BROKEN AS HELL

    >logic
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    ChamploO is incredibly accurate.

    I hadn't heard that this was a change on the table at this point however. If it is done, I can guarantee that other players will be able to jump in if they would like to.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    wait... they ARE?!



    BAHAHAHAHAHAAAAAAAAAAA!!!!!!!!!!!!!!


    UWE ULTIMATE TROLLS!
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    The question came up in a QnA, and I think Cory (not sure) really wants to have this feature in.

    And this isn't about buffing/nerfing. Just a feature.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2043719:date=Dec 11 2012, 01:37 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 11 2012, 01:37 PM) <a href="index.php?act=findpost&pid=2043719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ChamploO is incredibly accurate.

    I hadn't heard that this was a change on the table at this point however. If it is done, I can guarantee that other players will be able to jump in if they would like to.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah. Trollage like that would be great. People would end up leaving the group to weld on their own, only to be killed by a long skulk while they repair it.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--quoteo(post=2043801:date=Dec 11 2012, 03:16 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Dec 11 2012, 03:16 PM) <a href="index.php?act=findpost&pid=2043801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. Trollage like that would be great. People would end up leaving the group to weld on their own, only to be killed by a long skulk while they repair it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How about we let any skulk who does this get in and drive the Exo? :)
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2043800:date=Dec 11 2012, 01:14 PM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Dec 11 2012, 01:14 PM) <a href="index.php?act=findpost&pid=2043800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The question came up in a QnA, and I think Cory (not sure) really wants to have this feature in.

    And this isn't about buffing/nerfing. Just a feature.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's an indirect buff because you could just take it back to your base and save it for when you have an onos, rather than being forced into staying extremely immobile for the remainder of your life.

    I can also imagine some hilarious baiting situations
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2043801:date=Dec 11 2012, 08:16 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Dec 11 2012, 08:16 PM) <a href="index.php?act=findpost&pid=2043801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. Trollage like that would be great. People would end up leaving the group to weld on their own, only to be killed by a long skulk while they repair it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The hell is this >:(

    I keep telling you lot that you don't have a welder when you're stepping into an EXO, all your none standard toys are on the floor next to the protolab!
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    if they are then all is forgiven, i can see the direction they were going all through beta, stubbornly bull-headingly into dead ends.

    i now see their vision
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2043803:date=Dec 11 2012, 02:17 PM:name=MMZ_Torak)--><div class='quotetop'>QUOTE (MMZ_Torak @ Dec 11 2012, 02:17 PM) <a href="index.php?act=findpost&pid=2043803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we let any skulk who does this get in and drive the Exo? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    My sig is once again relevant.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    Marines who bought an exo will have a huge winding key as primary weapon, like this:
    <img src="http://www.aparello.de/images/articles/3114d6ea4281fa6bd68906b51629783a_5.jpg" border="0" class="linked-image" />

    If you die, another marine can pick up your key and use the exo.


    ..
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    Should certainly be tied to the owner by default, but an option to allow someone else to get inside would be smart (but a less important feature, which could be implemented later.)

    And obviously your loadout as an exiting marine should be extremely limited.

    Personally I think a solid implementation might be:
    1. Entering an Exo automatically drops carried Jetpacks and any non-LMG weapons outside of the exo. These items decay after the normal dropped weapon decay timer (including jetpacks, which don't ever normally decay.)
    2. Shutting down and exiting the exo takes 6 full seconds. Exo shutdown has a unique sound effect, audible from a good distance away. Until the suit fully shuts down, the exo user is completely helpless and cannot abort the process (which means starting the shutdown/exit process is probably a double-tap to confirm the user's intent.)
    3. The empty exo can be repaired and damaged.
    4. Only the owning player can get back inside it (getting back in is the same process it is now.)

    I suppose the alternate is a faster ejection method but you can't carry anything but a pistol (no welder or smg.)
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    <!--quoteo(post=2043803:date=Dec 11 2012, 11:17 PM:name=MMZ_Torak)--><div class='quotetop'>QUOTE (MMZ_Torak @ Dec 11 2012, 11:17 PM) <a href="index.php?act=findpost&pid=2043803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we let any skulk who does this get in and drive the Exo? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    What about letting gorge pick up a jetpack from the floor and be able to use it! That would be awesome! Imagine... Flying battlegorge...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2043844:date=Dec 11 2012, 08:43 PM:name=ItAx)--><div class='quotetop'>QUOTE (ItAx @ Dec 11 2012, 08:43 PM) <a href="index.php?act=findpost&pid=2043844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about letting gorge pick up a jetpack from the floor and be able to use it! That would be awesome! Imagine... Flying battlegorge...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Don't ya mean jet powered bellyslide?
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    The alien equivalent to exiting Exos would be to be able to swap your traits near a Hive.
  • WolvenbaneWolvenbane Join Date: 2012-11-09 Member: 168849Members, Reinforced - Shadow
    <!--quoteo(post=2043856:date=Dec 11 2012, 03:52 PM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Dec 11 2012, 03:52 PM) <a href="index.php?act=findpost&pid=2043856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The alien equivalent to exiting Exos would be to be able to swap your traits near a Hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't understand why you think <i>the entire alien team</i> needs a compromise for a simple quality of life change to the Exo. Compared to the Onos, Exos have a much larger list of downsides.

    Onos are powerhouse tanks with a fair amount of mobility to boot. Their only major downside is when fighting jetpackers; even so, that's only a real problem in large rooms. If you have a jetpacker cornered in a hallway, it's only a matter of time before they run out of fuel or get caught on something.

    Exos (particularly the dual-minigun version), on the other hand, have the potential to produce massive amounts of damage if positioned correctly (in other words, they are far more situationally useful). They move super slow. They're prone to getting abandoned if/when the team gets beaconed. They cannot build or repair anything (which gives aliens another way to win if they can disable IPs and kill any remaining foot soldiers; this has happened to me at least twice). Finally, (and this is my opinion) if an Onos is smart enough, they will win a 1v1 against a dual-minigun Exo.

    Now, consider this: marines already drop everything when entering an Exo. Assuming this will still be the case, an Exo pilot will only have the default marine gear (so no shotguns/GLs/flamers, no jetpacks, no welders). Even if they allowed the marine to keep the welder, you also have to consider the situations that a marine will actually be willing to leave the Exo. In this case, it will only be when they have no one to weld them (which means they are potentially alone). The fact that they exited the Exo means that the Exo is damaged, and therefore likely means they are pretty far into hostile territory. The alternative is for them to crawl all the way back to a welder (which is currently the case, unless they have a death wish). Not to mention, unless the alien team isn't communicating at all, it's highly likely that the pilot will have a gigantic bullseye on top of their position.

    So tell me again, why is this so broken?
  • OrzOrz Join Date: 2010-03-24 Member: 71069Members
    edited December 2012
    I'm pretty sure you're all interpreting this very wrong.

    The wording used when discussing the exiting of Exosuits was to have the ability to <b>EJECT</b> from them. As in, emergency eject at the last minute, before you die. I'm pretty sure the intention wasn't to just have them casually enterable/exitable at your own leisure.
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