Help - Search - Members - Calendar
Full Version: Onos And Charge
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
monopolowa
Ok, I've seen this idea posted before, but always with a bunch of other stuff, so I felt it needed its own thread

Onos should be able to stop its charge attack before the adrenaline bar is completely drained...this would decrease its down time between attacks, assuming it doesnt need to heal...it would also let the onos choose to attack i.e. charge in->devour->gore for a bit->charge out instead of forcing it to charge in->devour->charge out (rather than risk being caught far away from the door without adrenaline)

And again, it would make charge more useful as a way to get somewhere fast; like from the hive to the marine base...except you could choose to end your charge early so you dont have to sit outside and wait for adren to finish draining and build up again

I find myself hitting the devour key to finish draining my adren so it can build up again, and I shouldn't have to do this...
Corporal_Fortier
I'm all for it! I don't see how this could affect balance or whatever, a minor change on a hive3 ability sounds great!

/me votes YES
Fatal_Error
Actually, that's the very reason charge is all but useless now-a-days. Charge, is so buggy, it should ll be removed. It's just so weird pushing against a marine for 1 second straight to get him to die. It feels weird to have a small being such as a rine holding an onos back.

So, I vote yes on this, it makes charge fit more into the gameplay.
GoldenShadow
First of all, the current charge doesn't even look like a charge. If you run into a base, you get stopped by anything and everything in your way, marines, lerks, skulks, gorges, turrets, etc. The way to make Charge more effective is to let the Onos run through them, anything the Onos passes over receives Trample damage. Trample damage only occurs once when you touch the object, you have to completely stop touching it and touch it again to damage it more, so you can't sit on top of a TF with charge going and continuously damage it. What this encourages is an Onos where nothing can block it in, doing massive damage across a bunch of structures and marines. If a marine stands in the exit doorway, he'll get trample damage and the onos will go right through him.

If the onos switches weapons, the charge is cancelled and if you were in a rine base surrounded by buildings, you could be stuck. Anything the Onos was running through when charge is cancelled can be walked out of, but it becomes solid again so you can't go back through it.
NEX9
i sign goldes idea
monopolowa
dude, post your idea in its own thread, don't hijack mine. I'm not trying to revamp the entire attack, just make a minor improvement to what we currently have
theclam
Why not make it so you have to hold down the attack button to charge. It could work just like blink, except with damage and without flying. Damage could be ramped up to compensate.
CyberPitz
QUOTE (theclam @ Apr 17 2005, 08:57 PM)
Why not make it so you have to hold down the attack button to charge. It could work just like blink, except with damage and without flying. Damage could be ramped up to compensate.

That sounds good to me!
monopolowa
well, my thought was that you would hit your attack key to start charge and again to end it, so if you wanted you could still stomp/devour while charge is active, but that would work too
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.