Onos, And It's Effect On Regular Ns

FattyTheGorgeFattyTheGorge Join Date: 2004-02-06 Member: 26170Awaiting Authorization
edited February 2004 in NS General Discussion
<div class="IPBDescription">Discuss</div> Okay, since 3.0 Aliens have won 2x as much.

Heres a story:

8vs8: We had an awesome commander, getting rts defense upgrades ect. Game lasted 1hr 15 minutes, ending up with aliens winning

5vs5: We had the same commander, and he was doing great but 12 minutes into the game and 2 onos are in our base GG <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

My issue with the onos is the fact they lowered the cost in resources from 100 to 75, I've played countless games where the marines get crushed not even 15 minutes into the game, Another problem is the devour, shouldn't there be some counter to it? I mean, you could have 10 heavies an onos comes, stomps, devours, runs away 35 rez down the drain..... 15 for HA 15 for HMG and 5 for welder. I mean can't increase the energy, make it miss more, or at least give players the option to kill in console.

Other than that

Combat: Fun, Fun, Fun It's really like a mini NS or like a training grounds, Marines get to test upgrades new weapons and their aim, while aliens get to have fun devouring spitting acid or testing new lifeforms.

Comments

  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited February 2004
    so aliens have won 2x as much since 3.0 ?
    funny, what server do you play at?

    and you gotta be taking the pish about finding an onos overpowered (thats what i conclude from your post). since 3.0, onos is nothing more than a SHOOT ME COS IM BIG sign. and if you have a heavy train of about 10 people, and find them all killed cos they all get devoured then.......then....theyre just....pathetic. stomp lasts one second now, and most of the time i stomp > devour, most rines have already broken loose. sure i can stomp again, but that will force me to take adren, making me slow as hell, making me die as soon as the rines get clever enough to hunt me down.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    i thought an onos was 90? if it is youll kind of destroy your argument completely
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    edited February 2004
    Fatty play the game some more, maybe find some new servers. In smaller games aliens will have an advantage due to res flow. However in even an 8v8 game you could go onos around 6min when it was 100 I'm sure you can go much faster now... The fact you arent seeing onos until 15 min is lucky. Btw onos die quickly to hmg esp if you have any upgrades so try one sometime. If you dont have and upgraded armory by 15 min then your comm wasnt as good as you thought or your team is getting pounded and lost all their res nodes. If you have 10 heavies together and an onos walks in site and all the heavies are equipped with either hmg shottie or gl that onos is already dead he doesnt get close enough or with stomp he dies while running away.

    Ziggy onos has been 75 for the last 2 builds at least.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited February 2004
    they were definately 90 in beta1 D: I havent had time to play since as Ive been house hunting which is a real painin the arse.
  • FattyTheGorgeFattyTheGorge Join Date: 2004-02-06 Member: 26170Awaiting Authorization
    Well, you guys are right, I guess it was just that server, and ziggy onos cost 75 res
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    75 res since beta 1.

    An onos is a problem you have to deal with immediately. It's not hard if you make it a goal. Drop some guns, chase the bugger down, and make him die. The earlier in the game it is the easier it is to kill them, and the more that 75 res loss will hurt them. You, on the otherhand, are still carrying around a couple shotties. I imagine you can find something to use them on.

    Leave them alone and you'll lose all your rts, which will pretty much be the end of you.

    Also, arms labs upgrades <i>really</i> help against an onos. Consider it one extra reason to get them early and often.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I'm generally seeing onos appear about the same time the armory is upgraded, so onos aren't too much of a problem. In fact, even in the latest build, a competent alien team against a competent marine team still has to work extra hard to win. Usually, I see a strat where one or two aliens save for onos off the bat, to combat elec nodes and hive lockdowns...

    Personally, I think onos are extremely weak against 3 or more marines, but I like it like that, it's no longer the end game animal. The only thing is that Hive 3 abilities need to be increased to fill the gap where the onos tank used to be.
  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    I think the B1 Onos was okay. 75 res for that much health meant a fair deal.

    With defense chambers usually first, the newly upped onos is pretty tough with regen, and I think worth more than 75 res.

    The big problem on pub games is still that comms don't trust newbs, and don't hand out the weapons you need to kill the onos. Yes, it is true that new players (and even not so new players) will die with a good gun in their hands, but that's just how it goes. You don't give anyone better guns, you lose even faster.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    lvl3 lmgs take an onos down fairly quickly too. They're big pansies now.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    Note also that the resource system favors aliens in small games (and marines in large games).

    I've noticed, on many servers, there's an unspoken "rule" that no one can go early onos when playing with less than 12 players.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I've noticed that rule too, except its "less than 8 players".
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    The game is balanced for 6-8 per side. If you require more then 8 per team, you are playing wrong.
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