What happened to the ability for Marine commanders to drop exos?
DarkflameQ
Join Date: 2013-02-28 Member: 183451Members
I think the ability disappeared in reinforced.
At first i thought UWE balanced it out more by making Marines get 3 bases and research everything first but i've done that and still nothing.
Anyone know anything?
If it's been taken out completely i think that's just silly as the Alien commander can still drop Onus eggs are usual.
At first i thought UWE balanced it out more by making Marines get 3 bases and research everything first but i've done that and still nothing.
Anyone know anything?
If it's been taken out completely i think that's just silly as the Alien commander can still drop Onus eggs are usual.
Comments
But you are right, alien commander can still drop Onos eggs and they can simply use their own res to get upgrades.
it sort of makes sense though... maybe to make exo's more 'irreplacable' - so that marines have something as costly to lose as a fade/lerk etc. as lategame marines are far more formidable than skulks and can simply recycle a lot of dropped weapon PRES.
They should never of adjusted becon to becon back exos anyway, was a silly change that made the game play more noobish plus they could easily put a stop on the commander entering an exo within the time period he isn't allowed res.
The last decent gameplay build to me was 249, everything since then has been not well thought out in my opinion.
They should introduce a marine upgrade system smilar to Alien biomass or remove the onus egg drop ability to be fair to both teams.
Beacon is much better now as you can beacon back your exo's if you think there gonna die or not make it, repair them and push back out, this also giving aliens time to regroup and defend.
Better to leave it so when you beacon your exo guy can jump out and build a PG right?
Maybe, if they tied each upgrade to a tech point and caused you to lose all time and res investment towards the upgrade when you lost the appropriate building.
I've already made the suggestion. Arms lab would work similar to spurs/shells/veils. You build a maximum of 1 lab per chair and when it's complete you get 1 additional level of weapons and armor. When the lab is destroyed you lose the level that came with it, so 2 labs is w2a2. One of the nice things about it is you can choose where to build your arms lab so it's not necessarily tied to the chair once built. 60 res to build, equivalent to arms lab + a1/w1 as well as a2/w2 without the arms lab itself.
I believe Sewlek already tested the idea of tying arms lab upgrades to the number of chairs in the BT, but the idea was abandoned after some testing.
I think comms should be able to do that... it will either be a good decision or bad depending on what's going on at the time. As long as it is always a gamble it seems fair.
Well, if marines that exited exos only had axes then it'd be possible but not realistic to do. I used to quite enjoy the scurry b2b to kill any lonesome exos after a beacon.
And I just realised, since we've been able to exit exosuits I've not once even felt the need to, or seen anyone else do it...
So does the suit currently take damage if nobody is in it? Surely it wouldn't be as easy to preserve a suit just by getting out in time, but it would be hilarious to see.
Nice, i like it, makes the teams fairer and gives the marine commander more to do.
Reinforced introduced it and i've never seen anyone eject either.
I bet you do...
I just had too. Sorry.