The Onos Charge Needs To Be Tweaked

Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
<div class="IPBDescription">Only a small change is needed</div> I noticed the other topics on how to speed up the Alien end game, but this topic is dedicated to solely discussing tweaking the onos charge. 2.01 has done quite a bit to solve balance issues and greatly speed up the end game situations. But the alien end game can still be a little too slow.

With the last few releases, onos charge has been standardized so that it is not FPS dependent. However, its damage level is still too low. In an alien end game situation, this doesn't give the aliens an increased ability to do damage to marines holed up in their base. It is just as easy/difficult to kill a fortified marine base with a hive 2 onos as with a hive 3 onos. I personally don't use charge anymore except as a way to make my onos move very quickly. Rather than increasing any other aliens 3rd hive ability, which would affect the marines "many res nodes, no hives" strategy, if charge was just increased, it would very specifically help make the alien endgame occur faster.

With HMG still giving out piercing damage, just one or two onos still won't be able to do much harm even with a more advanced charge. So if the marines have a majority of the nodes, but no hives, this tweak shouldn't be too much of a problem. But for those Marine last stands at their start, a coordinated assault with the whole alien team on onos (+1 lerk) should be a quick game ender. A large scale coordinated assault with the aliens highest life form, and highest attack should be the alien game ender. Increasing the usefulness of the highest, most expensive attack would be in line with the game philosophy.

At a minimum, charge's damage level should be the same as Gore, the level 0 attack. (I don't believe it is, but correct me if I'm wrong) Though personally I'd like to see it near double the level 0 attack.
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Comments

  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    edited September 2003
    *Edit*

    Decided i'll keep my stress to myself from now on and stick to my posting were i know im correct.

    Apologies to fang if i offended you.

    P.S Just get very anoyyed watching the forums slowly turn into the CS ones. People posting were the shouldnt, lack of use of the search button. Countless steam threads all about the same thing just does my head in.

    Guess i decided id just take my anger out on you.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    edited September 2003
    *edit*

    I'm pulling my rebuttal since Jasp kindly pulled his post.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    edited September 2003
    For those wondering why a new topic was started:

    Aliens need an Endgame...: The topic starter is suggesting that multiple upgrades be allowed by growing additions to hives. Tweaking charge damage is off topic since its not discussing the idea being presented.

    3 Hive Aliens Need To Be Beefed Up: This topic is discussing making changes to ALL 3rd hive attacks. Rather than hijack this poster's discussion about all those changes, I choose to start a topic with a very specific focus.

    So back on topic: Any thoughts on charge damage levels and why this is the only tweak needed? Any word from playtesters that this will be modified would also be appreciated.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    don't worry jasp, everyone has days where they get up on the wrong side of bed and post stuff they regret ^^

    according to the last changelog I read the dmg was 120 per second, how much dmg does gore do? ~blink~
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    From playing on servers with the display damage plugin, I believe gore is ~200 per hit, but isn't it 2 hits per second? So my best guess is that Gore can deliver ~400 damage per second. That sounds awfully high, so any help with this would be appreciated.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    if that's the case charge is seriously mucked up then ^^;

    gore hits twice? ~blink~
    I don't go oni so I never noticed before =3

    from what I've read most people just end up using charge as an onos blink but as a 4th weap that doesn't seem right =/
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Yes please, return charge to it's former glory. There is no shame in allowing the aliens to have a powerful 3 hive attack. Presently, charge is being used very little, as it offers little and subjects the onos to great harm.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    I meant its rate of fire. It takes about 1/2 a second to attack with one gore hit.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    yea i mean, u have to stop in front of the marine for like two seconds until they die, i mean when a elephant or rhino charges at you at full speed it runs over you like the ground, but i guess for "balance" issues which doesnt make sense if aliens have 3 hives, they deserve to whoop the marines.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited September 2003
    <!--QuoteBegin--Fang-[CE]+Sep 25 2003, 03:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fang-[CE] @ Sep 25 2003, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From playing on servers with the display damage plugin, I believe gore is ~200 per hit, but isn't it 2 hits per second?  So my best guess is that Gore can deliver ~400 damage per second.  That sounds awfully high, so any help with this would be appreciated. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Were you hitting structures? Gore does 180 damage against structures, 90 against non-structures.

    Oh, and it isn't a plugin. It's a server variable; mp_drawdamage.
  • MaredtextMaredtext Join Date: 2003-08-18 Member: 19899Members
    I agree... charge was great for me in 2.0, now that it has been "fixed" it is only usefull for running to the enemy base fast. I think I have been able to kill 1 marine with this new charge... and that was by holding him in the corner for virtually the full length of the charge (he may even have been afk I'm not sure).
  • DeepShadowsDeepShadows Join Date: 2003-02-11 Member: 13408Members, Constellation
    edited September 2003
    the first wrongth:

    o_0 It isn't meant to be an end-game weapon. This game is now a control the res game, not control the hives game. It is very effective at taking out marines still, and keeps you moving fast enough that you won't die before you can escape. It is the surgical usefulness of weaponry.

    Second wrongth: this is a suggestion. There is a suggestion forum, where you should post suggestions in the future.

    Third wrongth: This topic0 has come up before. Next time, search for this post (most likely in the suggestions forum) and post in the propper area.

    <span style='color:white'>Random caps and personal attacks only make you look stupid, my friend. You should thank me for fixing your post.</span>
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I like USING caps on THE OCCASSIONAL word from TIME to time TOO ^^
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin--a civilian+Sep 25 2003, 03:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Sep 25 2003, 03:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Fang-[CE]+Sep 25 2003, 03:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fang-[CE] @ Sep 25 2003, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From playing on servers with the display damage plugin, I believe gore is ~200 per hit, but isn't it 2 hits per second?  So my best guess is that Gore can deliver ~400 damage per second.  That sounds awfully high, so any help with this would be appreciated. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Were you hitting structures? Gore does 180 damage against structures, 90 against non-structures.

    Oh, and it isn't a plugin. It's a server variable; mp_drawdamage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you sure? I thought it was 120 vs non-structures, 240 vs structures.
  • DeepShadowsDeepShadows Join Date: 2003-02-11 Member: 13408Members, Constellation
    edited September 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like USING caps on THE OCCASSIONAL word from TIME to time TOO ^^ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    FINALLY, someone who UNDERSTANDS! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> I need a hug *explodes* SPOOGE!!
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited September 2003
    <!--QuoteBegin--Cxwf+Sep 25 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Sep 25 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Are you sure?  I thought it was 120 vs non-structures, 240 vs structures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, mp_drawdamage shows 90 damage against non-structures and 180 against structures, and the <a href='http://www.nonoobs.com/damage.php' target='_blank'>NS 2.0 Damage Simulator</a> supports these numbers.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    charge does 120, not gore =P
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    Charge, as of 2.01 RC2, does 160 damage per second.
    Gore does 90 damage per shot, at two shots per second, for 180 damage per second.

    Gore also has double damage vs. structures, range, and it doesn't sap your energy bar after four seconds.

    Honestly, I think Onos are a total waste of resources. Anti-structure and anti-personel can be taken care of by the other lifeforms for cheaper. The only reason Onos are "tough" is a lot of people don't know where their hitbox is. The Onos three hive ability is worse then it's zero hive ability. It you get to the point where you <i>need</i> Onos to combat HA/HMG trains, you'll probably lose anyway since HMGs rape everything and you can't keep everyone stomped unless they're in a nice, neat line for you.

    Too bad it's a moot point. Onos are almost a non-issue. If aliens stop marine expansion, it's usually done with Skulks, Lerks and Fades, so Onos show up for that final attack on MS just so they can say they went Onos. If you don't stop marine expansion, when Onos show up, marines can either force redeems with 2-3 LMG marines, or drop a pair of HMGs and kill regen/cara Onos. I never hear about Onos use in clan matches, so I must assume that they're a non-issue in the clan scene. If anyone has a demo of clans using Onos, I'd like to see it.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    oh yeah... it went up from 120 to 160... silly me ^^;
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    In any case, charge should be better than gore, meaning even against buildings- except that gore has range. How about 300 damage per second?
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    Maybe if it did 160 every 1/10 second, charge would be useful.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--wRaven+Sep 26 2003, 12:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wRaven @ Sep 26 2003, 12:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe if it did 160 every 1/10 second, charge would be useful. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1600 damage per second? So, an onos stomps, then another charges, and the HA train vanishes?
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    I use charge alot so i can get stomp kills or 12 digest kills in a row and get called a haxor!(its very fun). The damage is "ok" for now, it whould make more sence if it whould just "run over" LA marines, but thats not gona happen. What i want to see changed most of all is the "lag" when starting the charge. So if you need to run away and run away NOW you wont have to click your mouse 50 times before it works.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Align+Sep 26 2003, 01:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Sep 26 2003, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In any case, charge should be better than gore, meaning even against buildings- except that gore has range. How about 300 damage per second? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes.
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Poor me, I can't even figure out how to use charge properly. I fire it, and my onos becomes very fast and noisy, but I don't see it harming anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I certainly think that a charging onos should scatter LA Marines like empty soda cans, though. Gore does, so why not charge? Imagine all the good times you'll have charging through powersilo and knocking six marines into the trigger_hurt!
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    wth the game is about securing res nodes AND hives too...
    Charge = the sux0rz! What's the point. Gore can do more. Charge makes u go faster... ok...useful for getting away but useless for offense. Ugh.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=47598&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...f=1&t=47598&hl=</a>

    Searching is your friend
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited September 2003
    <!--QuoteBegin--Align+Sep 26 2003, 01:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Sep 26 2003, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In any case, charge should be better than gore, meaning even against buildings- except that gore has range. How about 300 damage per second?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, if you want it to be better than gore against structures, it'd have to do more than that. Gore does 360 damage per second against structures.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Maybe charge could be made better against marines, so it at least has a place in the game. It could do the same damage to marines that gore does to structures, and vice versa. This wouldn't necessarily help end games, but it would at least make it worth using in some situations.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    Hey, Skulk leap has exactly the same problem. It still absolutely sucks for damage, even parasite is more effective - which is a bit of a joke IMO.
    Skulks desperately need a boost midgame - this can be fixed by making leap back to the way it was in 2.0/1.04. Same with charge on onos to fix endgame.

    My opinion anyway.
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